Console/Renderer

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Console variables and commands for the renderer.
Command: r_FixMaterials 
script: 
help: 

Command: r_MergeShaders 
script: 
help: 

Command: r_OptimiseShaders 
script: 
help: 

Command: r_PrecacheShaderList 
script: 
help: 

Command: r_PrecacheShaders 
script: 
help:

variable: r_ATOC DUMPTODISK
type: int
current: 0
help: 

variable: r_Beams 
type: int
current: 3
help: Toggles light beams.
Usage: r_Beams [0/1/2/3]
Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to
use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use
optimized and with glow support beams.

variable: r_BeamsDistFactor 
type: float
current: 1
help: Distance between slices.
Usage: r_BeamsDistFactor [fValue]
Default is 0.01 (0.01 meters between slices).

variable: r_BeamsHelpers 
type: int
current: 0
help: Toggles light beams helpers drawing.
Usage: r_BeamsHelpers [0/1]
Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.

variable: r_BeamsMaxSlices 
type: int
current: 16
help: Number of volumetric slices allowed per light beam.
Usage: r_BeamsMaxSlices [1-300]
Default is 200 (high-spec).

variable: r_BeamsSoftClip 
type: int
current: 1
help: Toggles light beams clip type.
Usage: r_BeamsSoftClip [0/1]
Default is 1 (software clip beams). Set to 0 to enable hardware clipping.

variable: r_Brightness DUMPTODISK
type: float
current: 0.5
help: Sets the diplay brightness.
Usage: r_Brightness 0.5
Default is 0.5.

variable: r_Character_NoDeform 
type: int
current: 0
help: 

variable: r_CloudsDebug 
type: int
current: 0
help: Toggles debugging mode for clouds.Usage: r_CloudsDebug [0/1/2]
Usage: r_CloudsDebug = 1: render just screen imposters
Usage: r_CloudsDebug = 2: render just non-screen imposters
Default is 0 (off)

variable: r_CloudsUpdateAlways 
type: int
current: 0
help: Toggles updating of clouds each frame.
Usage: r_CloudsUpdateAlways [0/1]
Default is 0 (off.

variable: r_ColorBits DUMPTODISK
type: int
current: 32
help: Sets the color resolution, in bits per pixel. Default is 32.
Usage: r_ColorBits [32/24/16/8]

variable: r_ColorGrading 
type: int
current: 0
help: Enables color grading.
Usage: r_ColorGrading [0/1]


variable: r_ColorGradingDof 
type: int
current: 1
help: Enables color grading dof control.
Usage: r_ColorGradingDof [0/1]


variable: r_ColorGradingFilters 
type: int
current: 1
help: Enables color grading.
Usage: r_ColorGradingFilters [0/1]


variable: r_ColorGradingLevels 
type: int
current: 1
help: Enables color grading.
Usage: r_ColorGradingLevels [0/1]


variable: r_ColorGradingSelectiveColor 
type: int
current: 1
help: Enables color grading.
Usage: r_ColorGradingSelectiveColor [0/1]


variable: r_Contrast DUMPTODISK
type: float
current: 0.5
help: Sets the diplay contrast.
Usage: r_Contrast 0.5
Default is 0.5.

variable: r_CoronaColorScale 
type: float
current: 1
help: 

variable: r_CoronaFade 
type: float
current: 0.5
help: Time fading factor of the light coronas.
Usage: r_CoronaFade 0.5Default is 0.5.

variable: r_Coronas DUMPTODISK
type: int
current: 1
help: Toggles light coronas around light sources.
Usage: r_Coronas [0/1]Default is 1 (on).

variable: r_CoronaSizeScale 
type: float
current: 1
help: 

variable: r_CullByClipPlanes 
type: int
current: 1
help: 

variable: r_CullGeometryForLights 
type: int
current: 0
help: Rendering optimization for lights.
Usage: r_CullGeometryForLights [0/1/2]
Default is 0 (off). Set to 1 to cull geometry behind
light sources. Set to 2 to cull geometry behind static
lights only.

variable: r_CustomVisions 
type: int
current: 1
help: Enables custom visions, like heatvision, binocular view, etc.
Usage: r_CustomVisions [0/1]
Default is 0 (disabled). 1 enables


variable: r_DebugExtraSceneTargetFSAA 
type: int
current: 1
help: Disables usage of shared sceneTarget RT in case its multisampled
Usage: r_DebugSceneTargetNoFSAA [0/1]


variable: r_DebugLights 
type: int
current: 0
help: Display dynamic lights for debugging.
Usage: r_DebugLights [0/1/2/3]
Default is 0 (off). Set to 1 to display centres of light sources,
or set to 2 to display light centres and attenuation spheres, 3 to get light properties to the screen

variable: r_DebugMotionBlur 
type: int
current: 0
help: Usage: r_MotionBlur [0/1]


variable: r_DebugRefraction 
type: int
current: 0
help: Debug refraction usage. Displays red instead of refraction
Usage: r_DebugRefraction
Default is 0 (off)

variable: r_DebugRenderMode 
type: int
current: 0
help: 

variable: r_DebugScreenEffects 
type: int
current: 0
help: Debugs screen effects textures.
Usage: r_DebugScreenEffects #
Where # represents:
	0: disabled (default)
	1: enabled


variable: r_DepthBits DUMPTODISK
type: int
current: 32
help: 

variable: r_DepthOfField 
type: int
current: 0
help: Enables depth of field.
Usage: r_DepthOfField [0/1/2]
Default is 0 (disabled). 1 enables, 2 enables and overrides game settings


variable: r_DetailDistance DUMPTODISK
type: float
current: 8
help: Distance used for per-pixel detail layers blending.
Usage: r_DetailDistance (1-20)
Default is 6.

variable: r_DetailNumLayers DUMPTODISK
type: int
current: 1
help: Sets the number of detail layers per surface.
Usage: r_DetailNumLayers 2
Default is 2.

variable: r_DetailScale 
type: float
current: 8
help: Sets the default scaling for detail overlays.
Usage: r_DetailScale 8
Default is 8. This scale applies only if the object's
detail scale was not previously defined (in MAX).

variable: r_DetailTextures DUMPTODISK
type: int
current: 1
help: Toggles detail texture overlays.
Usage: r_DetailTextures [0/1]
Default is 1 (detail textures on).

variable: r_DisplayInfo DUMPTODISK, RESTRICTEDMODE
type: int
current: 1
help: Toggles debugging information display.
Usage: r_DisplayInfo [0=off/1=show/2=enhanced]


variable: r_distant_rain 
type: int
current: 1
help: Enables distant rain rendering.
Usage: r_distant_rain [0/1]
Default is 1 (on). Set to 0 to disable.

variable: r_DrawNearFoV 
type: int
current: 60
help: Sets the FoV for drawing of near objects.
Usage: r_DrawNearFoV [n]
Default is 60.

variable: r_Driver DUMPTODISK
type: string
current: DX10
help: Sets the renderer driver ( OpenGL/DX9/DX10/AUTO/NULL ). Default is DX10 on Vista and DX9 otherwise.
Specify in system.cfg like this: r_Driver = "DX10"

variable: r_DumpFontNames 
type: int
current: 0
help: Displays a list of fonts currently loaded!

variable: r_DumpFontTexture 
type: string
current: 
help: Dumps the specified font's texture to a bitmap file!

Usage: r_DumpFontTexture fontname

variable: r_DynTexAtlasCloudsMaxSize 
type: int
current: 24
help: 

variable: r_DynTexAtlasSpritesMaxSize 
type: int
current: 16
help: 

variable: r_DynTexMaxSize 
type: int
current: 50
help: 

variable: r_EnvCMResolution DUMPTODISK
type: int
current: 0
help: Sets resolution for target environment cubemap, in pixels.
Usage: r_EnvCMResolution #
where # represents:
	0: 64
	1: 128
	2: 256
Default is 2 (256 by 256 pixels).

variable: r_EnvCMupdateInterval DUMPTODISK
type: float
current: 0.04
help: Sets the interval between environmental cube map texture updates.
Usage: r_EnvCMupdateInterval #
Default is 0.1.

variable: r_EnvCMWrite 
type: int
current: 0
help: Writes cube-map textures to disk.
Usage: r_EnvCMWrite [0/1]
Default is 0 (off). The textures are written to 'Cube_posx.jpg'
'Cube_negx.jpg',...,'Cube_negz.jpg'. At least one of the real-time
cube-map shaders should be present in the current scene.


variable: r_EnvLCMupdateInterval DUMPTODISK
type: float
current: 0.1
help: LEGACY - not used

variable: r_EnvLightCMDebug 
type: int
current: 0
help: Draw debug cube for env radiosity.
Usage: r_EnvLightCMDebug [0/1]
Default is 0 (off).


variable: r_EnvTexResolution DUMPTODISK
type: int
current: 1
help: Sets resolution for 2d target environment texture, in pixels.
Usage: r_EnvTexResolution #
where # represents:
	0: 64
	1: 128
	2: 256
	3: 512
	4: 1024
Default is 3 (512 by 512 pixels).

variable: r_EnvTexUpdateInterval DUMPTODISK
type: float
current: 0.05
help: Sets the interval between environmental 2d texture updates.
Usage: r_EnvTexUpdateInterval 0.001
Default is 0.001.

variable: r_ExcludeShader 
type: string
current: 0
help: Exclude the named shader from the render list.
Usage: r_ExcludeShader ShaderName
Sometimes this is useful when debugging.

variable: r_EyeAdaptationBase 
type: float
current: 0.25
help: HDR rendering eye adaptation base value (smaller values result in brighter adaption)
Usage: r_EyeAdaptationBase [Value]


variable: r_EyeAdaptationFactor DUMPTODISK
type: float
current: 0.5
help: HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
Usage: r_HDREyeAdaptionFactor [Value]
Default is 0.5

variable: r_EyeAdaptionBase DUMPTODISK
type: float
current: 0
help: HDR eye adaption property (0..1)
Usage: r_EyeAdaptionBase [Value]
Default is 0.0

variable: r_EyeAdaptionClamp DUMPTODISK
type: float
current: 4
help: HDR eye adaption property (0=full clamp .. ) unfinished feature - value around 3 is good, big values e.g. 10 to disable the clamp
Usage: r_EyeAdaptionClamp [Value]
Default is 4

variable: r_EyeAdaptionMax DUMPTODISK
type: float
current: 4
help: HDR eye adaption property (0..128)
Usage: r_EyeAdaptionMax [Value]
Default is 4

variable: r_EyeAdaptionMin DUMPTODISK
type: float
current: 0.1
help: HDR eye adaption property (0..128)
Usage: r_EyeAdaptionMin [Value]
Default is 0.1

variable: r_EyeAdaptionScale DUMPTODISK
type: float
current: 1
help: HDR eye adaption property (0..1, to scale the final result)
Usage: r_EyeAdaptionScale [Value]
Default is 1.0

variable: r_EyeAdaptionSpeed DUMPTODISK
type: float
current: 50
help: HDR eye adaption property (percent of adaption per second)
Usage: r_EyeAdaptionMax [Value]
Default is 50

variable: r_FillLights 
type: int
current: 14
help: Activate simple differed light sources usage

variable: r_FillLightsDebug 
type: int
current: 0
help: Visualize fill lights as spheres

variable: r_FillLightsMode 
type: int
current: 14
help: Fill lights mode

variable: r_Flares DUMPTODISK
type: int
current: 1
help: Toggles sunlight lens flare effect.
Usage: r_Flares [0/1]
Default is 1 (on).

variable: r_Flush 
type: int
current: 1
help: 

variable: r_Force3DcEmulation 
type: int
current: 2
help: Specifies renderer behavior for the 3Dc (compressed normal maps) emulation (DX9 only).
(Emulation: DXT5, less quality but same memory requirements)
0=use only if driver doesn't support 3Dc
1=enforce on any hardware
2=use only if hardware doesn't support 3Dc
Usage: r_Force3DcEmulation [0/1/2]

variable: r_FSAA DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: 

variable: r_FSAA_quality DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 0
help: 

variable: r_FSAA_samples DUMPTODISK, REQUIRE_APP_RESTART
type: int
current: 4
help: 

variable: r_Fullscreen DUMPTODISK
type: int
current: 0
help: Toggles fullscreen mode. Default is 1 in normal game and 0 in DevMode.
Usage: r_Fullscreen [0=window/1=fullscreen]


variable: r_Gamma DUMPTODISK
type: float
current: 1
help: Adjusts the graphics card gamma correction (fast, needs hardware support, affects also HUD and desktop)
Usage: r_Gamma 1.0
1 off (default), try values like 1.6 or 2.2

variable: r_GeomInstancing 
type: int
current: 1
help: Toggles HW geometry instancing.
Usage: r_GeomInstancing [0/1]
Default is 1 (on). Set to 0 to disable geom. instancing.

variable: r_GeomInstancingThreshold 
type: int
current: 0
help: If the instance count gets bigger than the specified value the instancing feature is used.
Usage: r_GeomInstancingThreshold [Num]
Default is 0 (automatic depending on hardware, used value can be found in the log)

variable: r_GetScreenShot 
type: int
current: 0
help: To capture one screenshot (variable is set to 0 after capturing)
0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot

variable: r_GlitterAmount 
type: int
current: 1024
help: Sets amount of glitter sprites.
Usage: r_GlitterAmount n (default is 1024)
Where n represents a number: eg: 256

variable: r_GlitterSize 
type: float
current: 1
help: Sets glitter sprite size.
Usage: r_GlitterSize n (default is 1)
Where n represents a number: eg: 0.5

variable: r_GlitterSpecularPow 
type: float
current: 2
help: Sets glitter specular power.
Usage: r_GlitterSpecularPow n (default is 2.0f)
Where n represents a number: eg: 16.0

variable: r_GlitterVariation 
type: float
current: 1
help: Sets glitter variation.
Usage: r_GlitterVariation n (default is 1)
Where n represents a number: eg: 0.5

variable: r_Glow 
type: int
current: 1
help: Toggles the glow effect.
Usage: r_Glow [0/1]
Default is 0 (off). Set to 1 to enable glow effect.

variable: r_GlowScreenMultiplier 
type: float
current: 0.2
help: Sets fullscreen glow multiplier.
Usage: r_GlowScreenMultiplier [value]
Default is 0.5

variable: r_GlowScreenThreshold 
type: float
current: 0.5
help: Sets fullscreen glow threshold.
Usage: r_GlowScreenThreshold [value]
Default is 0.5

variable: r_GraphStyle 
type: int
current: 0
help: 

variable: r_HairSortingQuality 
type: int
current: 1
help: Enables higher quality hair sorting.
Usage: r_HairSortingQuality [0/1]


variable: r_HDRAllowNonFP 
type: int
current: 0
help: Selects HDR FP blending.
Usage: r_HDRAllowNonFP [0/1]
Default is 0. Set to 1 to enable.

variable: r_HDRBrightOffset DUMPTODISK
type: float
current: 6
help: HDR rendering bright offset.
Usage: r_HDRBrightOffset [Value]
Default is 6.0f

variable: r_HDRBrightThreshold DUMPTODISK
type: float
current: 3
help: HDR rendering bright threshold.
Usage: r_HDRBrightThreshold [Value]
Default is 3.0f

variable: r_HDRDebug 
type: int
current: 0
help: Toggles HDR debugging info (to debug HDR/eye adaptaion)
Usage: r_HDRDebug [0/1/2]
0 off (default)
1 to show some internal HDR textures on the screen
2 to identify illegal colors (grey=normal, red=NotANumber, green=negative)

variable: r_HDRHistogram 
type: int
current: 0
help: Toggles HDR luminance measuring using histogram.
Usage: r_HDRHistogram [0/1/2/3]
Default is 1 (min/avg/max), 2 (min is set to 0), 3 (linear adjust between 0 and max), 0 to diable

variable: r_HDRLevel DUMPTODISK
type: float
current: 0.6
help: HDR rendering level (bloom multiplier, tweak together with threshold)
Usage: r_HDRLevel [Value]
Default is 0.6

variable: r_HDRRendering DUMPTODISK
type: int
current: 2
help: Toggles HDR rendering.
Usage: r_HDRRendering [0/1]
Default is 1 (on). Set to 0 to disable HDR rendering.

variable: r_HDRType 
type: int
current: 1
help: Selects HDR type.
Usage: r_HDRType [0/1/2]
Default is 1 (OpenEXR). Set to 0 to disable.

variable: r_Height DUMPTODISK
type: int
current: 768
help: Sets the display height, in pixels. Default is 720.
Usage: r_Height [600/768/..]

variable: r_ImposterRatio 
type: float
current: 2
help: Allows to scale the texture resolution of imposters (clouds)
Usage: r_ImposterRatio [1..]
Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/3 texture memory usage)

variable: r_ImpostersDraw 
type: int
current: 1
help: Toggles imposters drawing.
Usage: r_ImpostersDraw [0/1]
Default is 1 (on). Set to 0 to disable imposters.

variable: r_ImpostersUpdatePerFrame 
type: int
current: 6000
help: How many kilobytes to update per-frame.
Usage: r_ImpostersUpdatePerFrame [1000-30000]
Default is 6000 (6 megabytes).

variable: r_LightsSinglePass 
type: int
current: 0
help: 

variable: r_LightVolumesDebug 
type: int
current: 0
help: 0=Disable
1=Enable
Usage: r_LightVolumesDebug[0/1]


variable: r_Log 
type: int
current: 0
help: Logs rendering information to Direct3DLog.txt.
Usage: r_Log [0/1/2/3/4]
	1: Logs a list of all shaders without profile info.
	2: Log contains a list of all shaders with profile info.
	3: Logs all API function calls.
	4: Highly detailed pipeline log, including all passes,
			states, lights and pixel/vertex shaders.
Default is 0 (off). Use this function carefully, because
log files grow very quickly.

variable: r_LogShaders 
type: int
current: 0
help: Logs shaders info to Direct3DLogShaders.txt
0: off
1: normal
2: extended

variable: r_LogTexStreaming 
type: int
current: 0
help: Logs streaming info to Direct3DLogStreaming.txt
0: off
1: normal
2: extended

variable: r_LogVBuffers 
type: int
current: 0
help: Logs vertex buffers in memory to 'LogVBuffers.txt'.
Usage: r_LogVBuffers [0/1]
Default is 0 (off).

variable: r_MeasureOverdraw 
type: int
current: 0
help: 0=off, 1=activate special rendering mode that visualize the rendering cost per pixel by colour
Usage: r_MeasureOverdraw [0/1]

variable: r_MeasureOverdrawScale 
type: float
current: 1.5
help: 

variable: r_MergeRenderChunksForDepth 
type: int
current: 0
help: 

variable: r_MeshPrecache 
type: int
current: 1
help: 

variable: r_MeshShort 
type: int
current: 0
help: 

variable: r_MotionBlur 
type: int
current: 0
help: Enables per object and screen motion blur.
Usage: r_MotionBlur [0/1/2/3/4/101/102/103/104]
Default is 1 (screen motion blur on). 1 enables screen motion blur. 2 enables screen and object motion blur. 3 all motion blur and freezing. 4. only per object; modes above 100 also enable motion blur in multiplayer


variable: r_MotionBlurDynamicQuality 
type: int
current: 1
help: Enables motion blur.dynamic quality setting depending on movement amount
Usage: r_MotionBlurDynamicQuality [0/1]


variable: r_MotionBlurDynQualityRotationAccStiffness 
type: float
current: 1
help: Usage: r_MotionBlurDynQualityRotationAccStiffness value (default 1.0f)


variable: r_MotionBlurDynQualityRotationThreshold 
type: float
current: 1
help: Enables motion blur.dynamic quality setting depending on movement amount
Usage: r_MotionBlurDynQualityRotationThreshold value (default 1.0f)


variable: r_MotionBlurDynQualityTranslationThreshold 
type: float
current: 1
help: Enables motion blur.dynamic quality setting depending on movement amount
Usage: r_MotionBlurDynQualityTranslationThreshold value (default 1.0f)


variable: r_MotionBlurFrameTimeScale 
type: int
current: 1
help: Enables motion blur.frame time scalling - visually nicer on lower frame rates
Usage: r_MotionBlurFrameTimeScale [0/1]


variable: r_MotionBlurShutterSpeed 
type: float
current: 0.015
help: Sets motion blur camera shutter speed.
Usage: r_MotionBlurShutterSpeed [0...1]
Default is 0.015f.


variable: r_MultiGPU 
type: int
current: 2
help: 0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI),
2(default)=automatic detection (currently SLI only, means off for ATI)
should be activated before rendering

variable: r_NightVision 
type: int
current: 1
help: Toggles nightvision enabling.
Usage: r_NightVision [0/1]
Default is 1 (on). Set to 0 to completely disable nightvision.

variable: r_NoDrawNear 
type: int
current: 0
help: Disable drawing of near objects.
Usage: r_NoDrawNear [0/1]
Default is 0 (near objects are drawn).

variable: r_NoDrawShaders 
type: int
current: 0
help: Disable entire render pipeline.
Usage: r_NoDrawShaders [0/1]
Default is 0 (render pipeline enabled). Used for debugging and profiling.


variable: r_NoHWGamma DUMPTODISK
type: int
current: 0
help: Sets renderer to ignore hardware gamma correction.
Usage: r_NoHWGamma [0/1]
Default is 0 (allow hardware gamma correction).

variable: r_NoLoadTextures 
type: int
current: 0
help: 

variable: r_NoPreprocess 
type: int
current: 0
help: 

variable: r_NormalsLength 
type: float
current: 0.1
help: Sets the length of displayed vectors.
r_NormalsLength 0.1
Default is 0.1 (metres). Used with r_ShowTangents and r_ShowNormals.

variable: r_OcclusionQueriesMGPU 
type: int
current: 1
help: 0=disabled, 1=enabled (if mgpu supported),


variable: r_OceanHeightScale 
type: int
current: 4
help: 

variable: r_OceanLodDist 
type: int
current: 100
help: 

variable: r_OceanMaxSplashes 
type: int
current: 8
help: 

variable: r_OceanRendType 
type: int
current: 0
help: 

variable: r_OceanSectorSize 
type: int
current: 128
help: 

variable: r_OceanSplashScale 
type: float
current: 1
help: 

variable: r_OceanTexUpdate 
type: int
current: 1
help: 

variable: r_OptimisedLightSetup 
type: int
current: 1
help: 

variable: r_PolygonMode 
type: int
current: 1
help: 

variable: r_PostProcessEffects 
type: int
current: 1
help: Enables post processing special effects.
Usage: r_PostProcessEffects [0/1/2]
Default is 1 (enabled). 2 enables and displays active effects

variable: r_PostProcessEffectsFilters 
type: int
current: 1
help: Enables post processing special effects filters.
Usage: r_PostProcessEffectsFilters [0/1]
Default is 1 (enabled). 0 disabled

variable: r_PostProcessEffectsGameFx 
type: int
current: 1
help: Enables post processing special effects game fx.
Usage: r_PostProcessEffectsGameFx [0/1]
Default is 1 (enabled). 0 disabled

variable: r_PostProcessEffectsParamsBlending 
type: int
current: 1
help: Enables post processing effects parameters smooth blending
Usage: r_PostProcessEffectsParamsBlending [0/1]
Default is 1 (enabled).

variable: r_PostProcessEffectsReset 
type: int
current: 0
help: Enables post processing special effects reset.
Usage: r_PostProcessEffectsReset [0/1]
Default is 0 (disabled). 1 enabled

variable: r_PostProcessProfileFillrate 
type: int
current: 0
help: Enables profile fillrate.
Usage: r_PostProcessProfileFillrate [0/1]
Default is 0 (disabled). 1 enabled

variable: r_PrintMemoryLeaks 
type: int
current: 0
help: 

variable: r_ProfileDIPs 
type: int
current: 1
help: 0=disabled, 1=profile each DIP performance (may cause very low frame rate)
r_ProfileShaders needs to be activated to see the statistics

variable: r_ProfileShaders 
type: int
current: 0
help: Enables display of render profiling information.
Usage: r_ProfileShaders [0/1]
Default is 0 (off). Set to 1 to display profiling
of rendered shaders.

variable: r_ProfileShadersSmooth 
type: int
current: 2
help: Enables display of render profiling information.
Usage: r_ProfileShaders [0/1]
Default is 0 (off). Set to 1 to display profiling
of rendered shaders.

variable: r_Rain 
type: int
current: 1
help: Enables rain rendering
Usage: r_Rain [0/1/2]
Default is 0 (disabled). 1 enables. 2 enables rain and rain fins


variable: r_RainMaxViewDist 
type: float
current: 32
help: Sets rain max view distance
Usage: r_RainMaxViewDist 


variable: r_RAM 
type: int
current: 1
help: Toggles Realtime Ambient Maps

variable: r_RC_AutoInvoke 
type: int
current: 1
help: Enable calling the resource compiler (rc.exe) to compile TIF file to DDS files if the date check
showes that the destination is older or does not exist.
Usage: r_RC_AutoInvoke 0 (default is 1)


variable: r_Reflections DUMPTODISK
type: int
current: 1
help: Toggles reflections.
Usage: r_Reflections [0/1]
Default is 1 (reflects).

variable: r_ReflectionsOffset 
type: float
current: 0
help: 

variable: r_ReflectionsQuality DUMPTODISK
type: int
current: 3
help: Toggles reflections quality.
Usage: r_ReflectionsQuality [0/1/2/3]
Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)

variable: r_refraction 
type: int
current: 1
help: Enables refraction.
Usage: r_refraction [0/1]
Default is 1 (on). Set to 0 to disable.

variable: r_ReleaseAllResourcesOnExit 
type: int
current: 0
help: 

variable: r_ReloadShaders 
type: int
current: 0
help: Reloads shaders.
Usage: r_ReloadShaders [0/1]
Default is 0. Set to 1 to reload shaders.

variable: r_Scissor 
type: int
current: 1
help: Enables scissor test

variable: r_ShadersAlwaysUseColors 
type: int
current: 1
help: 

variable: r_ShadersAsyncCompiling 
type: int
current: 1
help: Enable asynchronous shader compiling
Usage: r_ShadersAsyncCompiling [0/1]
 0 = off, (stalling) shadering compiling
 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
 2 = on, shaders are compiled in parallel, missing shaders are not rendered


variable: r_ShadersAsyncMaxThreads DUMPTODISK
type: int
current: 1
help: 

variable: r_ShadersCacheOptimiseLog 
type: int
current: 0
help: 

variable: r_ShadersDebug DUMPTODISK
type: int
current: 0
help: Enable special logging when shaders become compiled
Usage: r_ShadersDebug [0/1/2/3]
 1 = assembly into directory Main/{Game}/shaders/cache/d3d9
 2 = compiler input into directory Main/{Game}/testcg
 3 = compiler input into directory Main/{Game}/testcg_1pass
Default is 0 (off)

variable: r_ShadersDynamicBranching 
type: int
current: 0
help: 

variable: r_ShadersIgnoreIncludesChanging 
type: int
current: 0
help: 

variable: r_ShadersIntCompiler DUMPTODISK
type: int
current: 1
help: 

variable: r_ShadersPreactivate DUMPTODISK
type: int
current: 0
help: 

variable: r_ShadersPrecacheAllLights 
type: int
current: 1
help: 

variable: r_ShadersStaticBranching 
type: int
current: 1
help: 

variable: r_ShadersUserFolder 
type: int
current: 1
help: 

variable: r_ShadowBlur DUMPTODISK
type: int
current: 0
help: Selected shadow map screenspace blurring technique.
Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]


variable: r_ShadowBluriness DUMPTODISK
type: float
current: 1
help: Select shadow map bluriness if r_ShadowBlur is activated.
Usage: r_ShadowBluriness [0.1 - 16]


variable: r_ShadowGen 
type: int
current: 1
help: 0=disable shadow map updates, 1=enable shadow map updates

variable: r_ShadowGenGS DUMPTODISK
type: int
current: 0
help: Use geometry shader for shadow map generation (DX10 only, don't change at runtime)
Usage: r_ShadowGenGS [0=off, 1=on]


variable: r_ShadowGenMode 
type: int
current: 1
help: 0=Use Frustums Mask
1=Regenerate all sides
Usage: r_ShadowGenMode [0/1]


variable: r_ShadowJittering 
type: float
current: 0
help: Activate shadow map jittering.
Usage: r_ShadowJittering [0=off, 1=on]


variable: r_ShadowPass 
type: int
current: 1
help: Process shadow pass

variable: r_ShadowsBias DUMPTODISK
type: float
current: 8e-005
help: Select shadow map bluriness if r_ShadowsBias is activated.
Usage: r_ShadowsBias [0.1 - 16]


variable: r_ShadowsDeferredMode 
type: int
current: 1
help: 0=Quad light bounds
1=Use light volumes
Usage: r_ShadowsDeferredMode [0/1]


variable: r_ShadowsDepthBoundNV 
type: int
current: 0
help: 1=use NV Depth Bound extension
Usage: CV_r_ShadowsDepthBoundNV [0/1]


variable: r_ShadowsForwardPass 
type: int
current: 1
help: 1=use Forward prepare depth maps pass
Usage: CV_r_ShadowsForwardPass [0/1]


variable: r_ShadowsGridAligned DUMPTODISK
type: int
current: 1
help: Selects algorithm to use for shadow mask generation:
0 - Disable shadows snapping
1 - Enable shadows snapping

variable: r_ShadowsMaskDownScale 
type: int
current: 0
help: Saves video memory by using lower resolution for shadow masks except first one
0=per pixel shadow mask
1=half resolution shadow mask
Usage: r_ShadowsMaskDownScale [0/1]


variable: r_ShadowsMaskResolution 
type: int
current: 0
help: 0=per pixel shadow mask
1=horizontal half resolution shadow mask
2=horizontal and vertical half resolution shadow mask
Usage: r_ShadowsMaskResolution [0/1/2]


variable: r_ShadowsSlopeScaleBias DUMPTODISK
type: float
current: 1.8
help: Select shadow map bluriness if r_ShadowBlur is activated.
Usage: r_ShadowBluriness [0.1 - 16]


variable: r_ShadowsStencilPrePass 
type: int
current: 1
help: 1=Use Stencil pre-pass for shadows
Usage: r_ShadowsStencilPrePass [0/1]


variable: r_ShadowTexFormat 
type: int
current: 4
help: 0=use R16G16 texture format for depth map, 1=try to use R16 format if supported as render target
2=use R32F texture format for depth map
3=use ATI's DF24 texture format for depth map
4=use NVIDIA's D24S8 texture format for depth map
5=use NVIDIA's D16 texture format for depth map
Usage: r_ShadowTexFormat [0-5]


variable: r_ShowDynTextureFilter 
type: string
current: *
help: Usage: r_ShowDynTextureFilter *end
Usage: r_ShowDynTextureFilter *mid*
Usage: r_ShowDynTextureFilter start*
Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)


variable: r_ShowDynTextures 
type: int
current: 0
help: Display a dyn. textures, filtered by r_ShowDynTextureFilter
Usage: r_ShowDynTextures 0/1/2
Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame


variable: r_ShowLight 
type: string
current: 0
help: Display a light source by name.
Usage: r_ShowLight lightname
Default is 0. Set to 'lightname' to show only the light
from the source named 'lightname'.

variable: r_ShowLightBounds 
type: int
current: 0
help: Display light bounds - for debug purpose
Usage: r_ShowLightBounds [0=off/1=on]

variable: r_ShowLines 
type: int
current: 0
help: Toggles visibility of wireframe overlay.
Usage: r_ShowLines [0/1]Default is 0 (off).

variable: r_ShowLumHistogram 
type: int
current: 0
help: Configures graphic display of luminance histogram.
Usage: r_ShowLumHistogram [0/1/2]
	1: Graph displayed as points.	2: Graph displayed as lines.Default is 0 (off).

variable: r_ShowNormals 
type: int
current: 0
help: Toggles visibility of normal vectors.
Usage: r_ShowNormals [0/1]Default is 0 (off).

variable: r_ShowOnlyShader 
type: string
current: 0
help: Render only the named shader, ignoring all others.
Usage: r_ShowOnlyShader ShaderName

variable: r_ShowRenderTarget 
type: int
current: 0
help: Displays special render targets - for debug purpose
Usage: r_Log [0=off/1/2/3/4/5/6/7/8/9]
	1: m_Text_ZTarget
	2: m_Text_SceneTarget
	3: m_Text_ScreenShadowMap[0]
	4: m_Text_ScreenShadowMap[1]
	5: m_Text_ScreenShadowMap[2]
	6: gTexture
	7: gTexture2
	8: m_Text_ScatterLayer
	9: pEnvTex->m_pTex->m_pTexture
10: m_Text_LightInfo[0]
11: SSAO render target
16: Downscaled depth target for SSAO


variable: r_ShowRenderTarget_FullScreen 
type: int
current: 0
help: 

variable: r_ShowTangents 
type: int
current: 0
help: Toggles visibility of three tangent space vectors.
Usage: r_ShowTangents [0/1]
Default is 0 (off).

variable: r_ShowTexTimeGraph 
type: int
current: 0
help: Configures graphic display of frame-times.
Usage: r_ShowTexTimeGraph [0/1/2]
	1: Graph displayed as points.	2: Graph displayed as lines.Default is 0 (off).

variable: r_ShowTimeGraph 
type: int
current: 0
help: Configures graphic display of frame-times.
Usage: r_ShowTimeGraph [0/1/2]
	1: Graph displayed as points.	2: Graph displayed as lines.Default is 0 (off).

variable: r_ShowVideoMemoryStats 
type: int
current: 0
help: 

variable: r_SSAO 
type: int
current: 1
help: Enable ambient occlusion

variable: r_SSAO_amount 
type: float
current: 1
help: Controls how much SSAO affects ambient

variable: r_SSAO_blur 
type: int
current: 4
help: SSAO mask blur

variable: r_SSAO_blurriness 
type: float
current: 1
help: SSAO post-blur kernel size

variable: r_SSAO_darkening 
type: float
current: 0.075
help: Controls how much SSAO darkens flat open surfaces

variable: r_SSAO_depth_range 
type: float
current: 0.99999
help: Use depth test to avoid SSAO computations on sky, 0 = disabled

variable: r_SSAO_downscale_result_mask 
type: int
current: 0
help: Downscale final mask

variable: r_SSAO_downscale_ztarget 
type: int
current: 1
help: Use downscaled version of z-target

variable: r_SSAO_quality 
type: int
current: 1
help: SSAO shader quality

variable: r_SSAO_radius 
type: float
current: 1
help: Controls size of area tested

variable: r_Stats 
type: int
current: 0
help: Toggles render statistics.
0=disabled,
1=global render stats,
2=print shaders for selected object,
11=print info about used RT's (switches),
12=print info about used unique RT's,
13=print info about cleared RT's
Usage: r_Stats [0/1/2/3/11/12/13]

variable: r_StencilBits DUMPTODISK
type: int
current: 8
help: 

variable: r_sunshafts 
type: int
current: 0
help: Enables sun shafts.
Usage: r_sunshafts [0/1]
Default is 1 (on). Set to 0 to disable.

variable: r_TerrainAO 
type: int
current: 7
help: 7=Activate terrain AO deferred passes

variable: r_TerrainAO_FadeDist 
type: int
current: 8
help: Controls sky light fading in tree canopy in Z direction

variable: r_TexAtlasSize 
type: int
current: 512
help: 

variable: r_TexBindMode 
type: int
current: 0
help: 

variable: r_TexBumpHeightmap 
type: int
current: 0
help: Allows to combine _DDN and _BUMP and _BUMP to _DDN on load conversion (processing adds to loading time and compression might be less)
This is a legacy feature and should not be used
Usage: r_TexBumpHeightmap [0/1]
When 0 (default) the feature is deactivated, 1 enables it

variable: r_TexBumpResolution DUMPTODISK
type: int
current: 1
help: Reduces texture resolution.
Usage: r_TexBumpResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

variable: r_TexGrid 
type: int
current: 0
help: 

variable: r_TexHWMipsGeneration 
type: int
current: 1
help: 

variable: r_TexLMResolution DUMPTODISK
type: int
current: 0
help: Reduces texture resolution.
Usage: r_TexLMResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

variable: r_TexLog 
type: int
current: 0
help: Configures texture information logging.
Usage:	r_TexLog #
where # represents:
	0: Texture logging off
	1: Texture information logged to screen
	2: All loaded textures logged to 'UsedTextures.txt'
	3: Missing textures logged to 'MissingTextures.txt

variable: r_TexMaxAnisotropy REQUIRE_LEVEL_RELOAD
type: int
current: 8
help: 

variable: r_TexMaxSize 
type: int
current: 0
help: 

variable: r_TexMinSize 
type: int
current: 64
help: 

variable: r_TexNoAniso DUMPTODISK
type: int
current: 0
help: 

variable: r_TexNoLoad 
type: int
current: 0
help: Disables loading of textures.
Usage:	r_TexNoLoad [0/1]
When 1 texture loading is disabled.

variable: r_TexNormalMapType REQUIRE_LEVEL_RELOAD
type: int
current: 1
help: 

variable: r_TexPostponeLoading 
type: int
current: 1
help: 

variable: r_TexResolution DUMPTODISK
type: int
current: 1
help: Reduces texture resolution.
Usage: r_TexResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

variable: r_TexSkyQuality 
type: int
current: 0
help: 

variable: r_TexSkyResolution DUMPTODISK
type: int
current: 1
help: 

variable: r_Texture_Anisotropic_Level DUMPTODISK
type: int
current: 1
help: 

variable: r_TextureCompressor DUMPTODISK
type: int
current: 1
help: Defines which texture compressor is used (fallback is DirectX)
Usage: r_TextureCompressor [0/1]
0 uses nvDXT, 1 uses Squish if possible

variable: r_TextureLodDistanceRatio 
type: float
current: -1
help: Controls dynamic LOD system for textures used in materials.
Usage: r_TextureLodDistanceRatio [-1, 0 and bigger]
Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame.
Values bigger than 0 will activate texture LOD selection depending on distance to the objects.

variable: r_TextureLodMaxLod 
type: int
current: 1
help: Controls dynamic LOD system for textures used in materials.
Usage: r_TextureLodMaxLod [1 or bigger]
Default is 1 (playing between lod 0 and 1). Value 0 will set full LOD to all textures used in frame

variable: r_TexturesFilteringQuality REQUIRE_LEVEL_RELOAD
type: int
current: 0
help: Configures texture filtering adjusting.
Usage: r_TexturesFilteringQuality [#]
where # represents:
	0: Highest quality
	1: Medium quality
	2: Low quality


variable: r_TexturesMipBiasing 
type: int
current: 0
help: (null)

variable: r_TexturesStreaming REQUIRE_APP_RESTART
type: int
current: 0
help: Enables direct streaming of textures from disk during game.
Usage: r_TexturesStreaming [0/1]
Default is 0 (off). All textures save in native format with mips in a
cache file. Textures are then loaded into texture memory from the cache.

variable: r_TexturesStreamingIgnore 
type: int
current: 0
help: 

variable: r_TexturesStreamingMaxAsync 
type: float
current: 0.25
help: 

variable: r_TexturesStreamingNoUpload 
type: int
current: 0
help: 

variable: r_TexturesStreamingOnlyVideo 
type: int
current: 0
help: 

variable: r_TexturesStreamingSync 
type: int
current: 0
help: 

variable: r_TexturesStreamPoolSize 
type: int
current: 128
help: 

variable: r_UseAlphaBlend 
type: int
current: 1
help: Toggles alpha blended objects.
Usage: r_UseAlphaBlend [0/1]
Default is 1 (on). Set to 0 to disable all alpha blended object.

variable: r_UseEdgeAA 
type: int
current: 0
help: Toggles edge blurring/antialiasing
Usage: r_UseEdgeAA [0/1/2]
Default is 1 (edge blurring)
1 = activate edge blurring mode
2 = activate edge antialiasing mode (previous version)

variable: r_UseGSParticles 
type: int
current: 1
help: Toggles use of geometry shader particles (DX10 only, changing at runtime is supported).Usage: r_UseGSParticles [0/1=default]

variable: r_UseHWSkinning 
type: int
current: 1
help: Toggles HW skinning.
Usage: r_UseHWSkinning [0/1]
Default is 1 (on). Set to 0 to disable HW-skinning.

variable: r_UseMaterialLayers 
type: int
current: 1
help: Enables material layers rendering.
Usage: r_UseMaterialLayers [0/1]
Default is 1 (on). Set to 0 to disable material layers.


variable: r_UseParticlesGlow 
type: int
current: 1
help: Enables glow particles.
Usage: CV_r_useparticles_glow [0/1]


variable: r_UseParticlesRefraction 
type: int
current: 1
help: Enables refractive particles.
Usage: r_UseParticlesRefraction [0/1]


variable: r_UsePOM 
type: int
current: 0
help: Enables Parallax Occlusion Mapping.
Usage: r_UsePOM [0/1]


variable: r_UseShadowsPool 
type: int
current: 0
help: 0=Disable
1=Enable
Usage: r_UseShadowsPool[0/1]


variable: r_UseSoftParticles 
type: int
current: 0
help: Enables soft particles.
Usage: r_UseSoftParticles [0/1]


variable: r_UseZPass 
type: int
current: 1
help: Toggles Z pass optimizations.
Usage: r_UseZPass [0/1]
Default is 1 (on). Set to 0 to disable Z-pass.

variable: r_ValidateDraw 
type: int
current: 0
help: 0=disabled, 1=validate each DIP (meshes consistency, shaders, declarations, etc)


variable: r_VarianceShadowMapBlurAmount DUMPTODISK
type: float
current: 1
help: Activate shadow map blur.
Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]


variable: r_VegetationSpritesAlphaBlend 
type: int
current: 0
help: 

variable: r_VegetationSpritesGenAlways 
type: int
current: 0
help: 

variable: r_VegetationSpritesNoBend 
type: int
current: 2
help: 

variable: r_VegetationSpritesNoGen 
type: int
current: 0
help: 

variable: r_VegetationSpritesTexRes 
type: int
current: 64
help: 

variable: r_VSync DUMPTODISK, RESTRICTEDMODE
type: int
current: 0
help: Toggles vertical sync.
Usage: r_VSync [0/1]

variable: r_WaterCaustics 
type: int
current: 0
help: Toggles under water caustics.
Usage: r_WaterCaustics [0/1]
Default is 1 (enabled).

variable: r_WaterGodRays 
type: int
current: 1
help: Enables under water god rays.
Usage: r_WaterGodRays [0/1]
Default is 1 (enabled).

variable: r_WaterReflections DUMPTODISK
type: int
current: 1
help: Toggles water reflections.
Usage: r_WaterReflections [0/1]
Default is 1 (water reflects).

variable: r_WaterReflectionsMGPU DUMPTODISK
type: int
current: 1
help: Toggles water reflections.multi-gpu support
Usage: r_WaterReflectionsMGPU [0/1/2]
Default is 0 (single render update), 1 (multiple render updates)

variable: r_WaterReflectionsMinVisiblePixelsUpdate DUMPTODISK
type: float
current: 0.05
help: Activates water reflections if visible pixels above a certain threshold.


variable: r_WaterReflectionsMinVisUpdateDistanceMul DUMPTODISK
type: float
current: 10
help: Activates update distance multiplier when water mostly occluded.


variable: r_WaterReflectionsMinVisUpdateFactorMul DUMPTODISK
type: float
current: 20
help: Activates update factor multiplier when water mostly occluded.


variable: r_WaterReflectionsQuality DUMPTODISK
type: int
current: 0
help: Activates water reflections quality setting.
Usage: r_WaterReflectionsQuality [0/1/2/3]
Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)

variable: r_WaterReflectionsUseMinOffset DUMPTODISK
type: int
current: 1
help: Activates water reflections use min distance offset.


variable: r_WaterRefractions 
type: int
current: 0
help: Toggles water refractions.
Usage: r_WaterRefractions [0/1]
Default is 1 (water refracts).

variable: r_WaterUpdateChange DUMPTODISK
type: float
current: 0.2
help: View-space change factor for water reflection updating.
Usage: r_WaterUpdateChange 0.01
Range is [0.0, 1.0], default is 0.01, 0 means update every frame.

variable: r_WaterUpdateTimeMax DUMPTODISK
type: float
current: 2
help: Maximum update time for water reflection texture (that occurs at 100m above the level of water), in seconds.
Note that the update time can be higher when the camera is higher than 100m, and the update time is limited to max. 0.3 sec (that is ~3 FPS).
Usage: r_WaterUpdateTimeMax 0.1
Range is [0.0, 1.0], Default is 0.1.

variable: r_WaterUpdateTimeMin DUMPTODISK
type: float
current: 0.2
help: Minimum update time of water reflection texture (that occurs at the level of water), in seconds.
Usage: r_WaterUpdateTimeMin 0.01
Range is [0.0, 1.0], Default is 0.01.

variable: r_Width DUMPTODISK
type: int
current: 1366
help: Sets the display width, in pixels. Default is 1280.
Usage: r_Width [800/1024/..]

variable: r_ZFightingDepthScale 
type: float
current: 0.995
help: Controls anti z-fighting measures in shaders (scaling homogeneous z).

variable: r_ZFightingExtrude 
type: float
current: 0.001
help: Controls anti z-fighting measures in shaders (extrusion along normal in world units).

variable: r_ZPassOnly 
type: int
current: 0
help: 

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