Console Commands and Variables with Prefix P_
Possible Flags: READONLY, DEPRECATED, DUMPTODISK, REQUIRE_LEVEL_RELOAD, REQUIRE_APP_RESTART, RESTRICTEDMODE
Alphabetically Sorted
- p_accuracy_LCPCG
- p_accuracy_LCPCG_no_improvement
- p_accuracy_MC
- p_approx_caps_len
- p_async_rwi_use_spu
- p_break_on_validation
- p_CharacterIK
- p_check_out_of_bounds
- p_collclassdebug
- p_collision_mode
- p_cull_distance
- p_damping_group_size
- p_debug_explosions
- p_debug_joints
- p_do_step
- p_draw_helpers
- p_draw_helpers_num
- p_enforce_contacts
- p_ent_grid_use_obb
- p_fixed_timestep
- p_fly_mode
- p_force_sync
- p_GEB_max_cells
- p_gravity_z
- p_group_damping
- p_joint_damage_accum
- p_joint_damage_accum_threshold
- p_joint_gravity_step
- p_jump_to_profile_ent
- p_lattice_max_iters
- p_limit_simple_solver_energy
- p_list_active_objects
- p_log_lattice_tension
- p_max_approx_caps
- p_max_bone_velocity
- p_max_contact_gap
- p_max_contact_gap_player
- p_max_contact_gap_simple
- p_max_contacts
- p_max_debris_mass
- p_max_entity_cells
- p_max_LCPCG_contacts
- p_max_LCPCG_fruitless_iters
- p_max_LCPCG_iters
- p_max_LCPCG_microiters
- p_max_LCPCG_microiters_final
- p_max_LCPCG_subiters
- p_max_LCPCG_subiters_final
- p_max_MC_iters
- p_max_MC_mass_ratio
- p_max_MC_vel
- p_max_object_splashes
- p_max_plane_contacts
- p_max_plane_contacts_distress
- p_max_player_velocity
- p_max_spu_rwi_cells
- p_max_substeps
- p_max_substeps_large_group
- p_max_unproj_vel
- p_max_velocity
- p_max_world_step
- p_min_LCPCG_improvement
- p_min_MC_iters
- p_min_separation_speed
- p_net_debugDraw
- p_net_extrapmax
- p_net_interp
- p_net_sequencefrequency
- p_num_bodies_large_group
- p_num_jobs
- p_num_startup_overload_checks
- p_num_threads
- p_penalty_scale
- p_players_can_break
- p_pool_size
- p_profile
- p_profile_entities
- p_profile_functions
- p_prohibit_unprojection
- p_proxy_highlight_range
- p_proxy_highlight_threshold
- p_ray_fadeout
- p_ray_peak_time
- p_rope_collider_size_limit
- p_single_step_mode
- p_skip_redundant_colldet
- p_splash_dist0
- p_splash_dist1
- p_splash_force0
- p_splash_force1
- p_splash_vel0
- p_splash_vel1
- p_sync_rwi_use_spu
- p_tick_breakable
- p_time_granularity
- p_unproj_vel_scale
- p_use_distance_contacts
- p_use_unproj_vel
- p_wireframe_distance
Console Variables and Commands
p_accuracy_LCPCG
Desired accuracy of LCP CG solver (velocity-related, m/s)
p_accuracy_LCPCG_no_improvement
Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters
p_accuracy_MC
Desired accuracy of microcontact solver (velocity-related, m/s)
p_approx_caps_len
Breakable trees are approximated with capsules of this length (0 disables approximation)
p_async_rwi_use_spu
Enables asynchronous rwis to be executed on the spu
p_break_on_validation
Toggles break on validation error. Usage: p_break_on_validation [0/1] Default is 0 (off). Issues DebugBreak() call in case of a physics parameter validation error.
p_CharacterIK
Toggles character IK. Usage: p_characterik [0/1] Default is 1 (on). Set to 0 to disable inverse kinematics.
p_check_out_of_bounds
Check for physics entities outside world (terrain) grid: 1 - Enable raycasts; 2 - Enable proximity checks; 3 - Both
p_collclassdebug
Show debug info about CollisionClass data for physics objects.
p_collision_mode
This variable is obsolete.
p_cull_distance
Culling distance for physics helpers rendering
p_damping_group_size
Sets contacting objects group size before group damping is used.Usage: p_damping_group_size 3 Used for internal tweaking only.
p_debug_explosions
Turns on explosions debug mode
p_debug_joints
If set, breakable objects will log tensions at the weakest spots
p_do_step
Steps physics system forward when in single step mode. Usage: p_do_step 1 Default is 0 (off). Each 'p_do_step 1' instruction allows the physics system to advance a single step.
p_draw_helpers
Same as p_draw_helpers_num, but encoded in letters Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)] Entity Types: t - show terrain s - show static entities r - show sleeping rigid bodies R - show active rigid bodies l - show living entities i - show independent entities g - show triggers a - show areas y - show rays in RayWorldIntersection e - show explosion occlusion maps Helper Types g - show geometry c - show contact points b - show bounding boxes l - show tetrahedra lattices for breakable objects j - show structural joints (will force translucency on the main geometry) t(#) - show bounding volume trees up to the level # f(#) - only show geometries with this bit flag set (multiple f's stack) Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas
p_draw_helpers_num
Toggles display of various physical helpers. The value is a bitmask: bit 0 - show contact points bit 1 - show physical geometry bit 8 - show helpers for static objects bit 9 - show helpers for sleeping physicalized objects (rigid bodies, ragdolls) bit 10 - show helpers for active physicalized objects bit 11 - show helpers for players bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes) bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry) Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050
p_enforce_contacts
This variable is obsolete.
p_ent_grid_use_obb
Whether to use OBBs rather than AABBs for the entity grid setup for brushes
p_fixed_timestep
Toggles fixed time step mode.Usage: p_fixed_timestep [0/1] Forces fixed time step when set to 1. When set to 0, the time step is variable, based on the frame rate.
p_fly_mode
Toggles fly mode. Usage: p_fly_mode [0/1]
p_force_sync
Forces main thread to wait on physics if not completed in time
p_GEB_max_cells
Specifies the cell number threshold after which GetEntitiesInBox issues a warning
p_gravity_z
*TODO*
p_group_damping
Toggles damping for object groups. Usage: p_group_damping [0/1] Default is 1 (on). Used for internal tweaking only.
p_joint_damage_accum
Default fraction of damage (tension) accumulated on a breakable joint
p_joint_damage_accum_threshold
Default damage threshold (0..1) for p_joint_damage_accum
p_joint_gravity_step
Time step used for gravity in breakable joints (larger = stronger gravity effects)
p_jump_to_profile_ent
Move the local player next to the corresponding entity in the p_profile_entities list
p_lattice_max_iters
Limits the number of iterations of lattice tension solver
p_limit_simple_solver_energy
Specifies whether the energy added by the simple solver is limited (0 or 1)
p_list_active_objects
*TODO*
p_log_lattice_tension
If set, breakable objects will log tensions at the weakest spots
p_max_approx_caps
Maximum number of capsule approximation levels for breakable trees
p_max_bone_velocity
Clamps character bone velocities estimated from animations
p_max_contact_gap
Sets the gap, enforced whenever possible, between contacting physical objects.Usage: p_max_contact_gap 0.01 This variable is used for internal tweaking only.
p_max_contact_gap_player
Sets the safe contact gap for player collisions with the physical environment.Usage: p_max_contact_gap_player 0.01 This variable is used for internal tweaking only.
p_max_contact_gap_simple
Specifies the maximum contact gap for objects that use the simple solver
p_max_contacts
Maximum contact number, after which contact reduction mode is activated
p_max_debris_mass
Broken pieces with mass<=this limit use debris collision settings
p_max_entity_cells
Limits the number of entity grid cells an entity can occupy
p_max_LCPCG_contacts
Maximum number of contacts that LCPCG solver is allowed to handle
p_max_LCPCG_fruitless_iters
Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)
p_max_LCPCG_iters
Maximum number of LCP CG iterations
p_max_LCPCG_microiters
Limits the total number of per-contact iterations during one LCP CG iteration (number of microiters = number of subiters * number of contacts)
p_max_LCPCG_microiters_final
Same as p_max_LCPCG_microiters, but for the final LCP CG iteration
p_max_LCPCG_subiters
Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)
p_max_LCPCG_subiters_final
Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)
p_max_MC_iters
Specifies the maximum number of microcontact solver iterations *per contact*
p_max_MC_mass_ratio
Maximum mass ratio between objects in an island that MC solver is considered safe to handle
p_max_MC_vel
Maximum object velocity in an island that MC solver is considered safe to handle
p_max_object_splashes
Specifies how many splash events one entity is allowed to generate
p_max_plane_contacts
Maximum number of contacts lying in one plane between two rigid bodies (the system tries to remove the least important contacts to get to this value)
p_max_plane_contacts_distress
Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts
p_max_player_velocity
Clamps players' velocities to this value
p_max_spu_rwi_cells
Could be used to balance RWI perfrmance on SPUs
p_max_substeps
Limits the number of substeps allowed in variable time step mode. Usage: p_max_substeps 5 Objects that are not allowed to perform time steps beyond some value make several substeps.
p_max_substeps_large_group
Limits the number of substeps large groups of objects can make
p_max_unproj_vel
Limits the maximum unprojection velocity request
p_max_velocity
Clamps physicalized objects' velocities to this value
p_max_world_step
Specifies the maximum step physical world can make (larger steps will be truncated)
p_min_LCPCG_improvement
Defines a required residual squared length improvement, in fractions of 1
p_min_MC_iters
Specifies the minmum number of microcontact solver iterations *per contact set* (this has precedence over p_max_mc_iters)
p_min_separation_speed
Used a threshold in some places (namely, to determine when a particle goes to rest, and a sliding condition in microcontact solver)
p_net_debugDraw
Draw some debug graphics to help diagnose issues (requires p_draw_helpers to be switch on to work, e.g. p_draw_helpers rR_b)
p_net_extrapmax
The maximum amount of time the client is allowed to extrapolate the position based on last received packet.
p_net_interp
The amount of time which the client will lag behind received packet updates. High values result in smoother movement but introduces additional lag as a trade-off.
p_net_sequencefrequency
The frequency at which sequence numbers increase per second, higher values add accuracy but go too high and the sequence numbers will wrap round too fast
p_num_bodies_large_group
Group size to be used with p_max_substeps_large_group, in bodies
p_num_jobs
Specifies the number of jobs for phys.sim.(used by phys job simulation mode)
p_num_startup_overload_checks
For this many frames after loading a level, check if the physics gets overloaded and freezes non-player physicalized objects that are slow enough
p_num_threads
The number of internal physics threads
p_penalty_scale
Scales the penalty impulse for objects that use the simple solver
p_players_can_break
Whether living entities are allowed to break static objects with breakable joints
p_pool_size
Specifies the size of the pool used for job based phys.sim.(used by SPUs)
p_profile
Enables group profiling of physical entities
p_profile_entities
Enables per-entity time step profiling
p_profile_functions
Enables detailed profiling of physical environment-sampling functions
p_prohibit_unprojection
This variable is obsolete.
p_proxy_highlight_range
Physics proxies with triangle counts >= p_proxy_highlight_threshold+p_proxy_highlight_range will get the maximum highlight
p_proxy_highlight_threshold
Physics proxies with triangle counts large than this will be highlighted
p_ray_fadeout
Fade-out time for ray physics helpers
p_ray_peak_time
Rays that take longer then this (in ms) will use different color
p_rope_collider_size_limit
Disables rope collisions with meshes having more triangles than this (0-skip the check)
p_single_step_mode
Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1] Default is 0 (off). Set to 1 to switch physics system (except players) to single step mode. Each step must be explicitly requested with a 'p_do_step' instruction.
p_skip_redundant_colldet
Specifies whether to skip furher collision checks between two convex objects using the simple solver when they have enough contacts between them
p_splash_dist0
Range start for splash event distance culling
p_splash_dist1
Range end for splash event distance culling
p_splash_force0
Minimum water hit force to generate splash events at p_splash_dist0
p_splash_force1
Minimum water hit force to generate splash events at p_splash_dist1
p_splash_vel0
Minimum water hit velocity to generate splash events at p_splash_dist0
p_splash_vel1
Minimum water hit velocity to generate splash events at p_splash_dist1
p_sync_rwi_use_spu
Enables synchronous rwis to be executed on the spu. Note: This is mostly used for debugging
p_tick_breakable
Sets the breakable objects structure update interval
p_time_granularity
Sets physical time step granularity. Usage: p_time_granularity [0..0.1] Used for internal tweaking only.
p_unproj_vel_scale
Requested unprojection velocity is set equal to penetration depth multiplied by this number
p_use_distance_contacts
Allows to use distance-based contacts (is forced off in multiplayer)
p_use_unproj_vel
internal solver tweak
p_wireframe_distance
Maximum distance at which wireframe is drawn on physics helpers
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