Usage:

"C:\Program Files (x86)\Electronic Arts\Crytek\Crysis 2 Demo\bin32\Crysis2Demo.exe" +r_MotionBlur=0 +g_skipIntro=1

Usage: r_DeferredShadingLightVolumes [0/1]

Default is 1 (enabled). 0 Disables.

Usage: r_DeferredDecals [0/1]

Default is 1 (general pass darken), 2 (light buffer darken), 3 (alpha blended), 0 Disables.

Usage: r_deferredDecalsDebug [0/1]

Usage: r_DeferredShadingCubeMaps [0/1]

Default is 1 (enabled), 0 Disables

Usage: r_DeferredShadingHeightBasedAmbient [0/1]

Default is 1 (enabled), 0 Disables

Usage: r_DeferredShadingStencilPrepass [0/1]

Default is 1 (enabled), 0 Disables

Usage: r_DeferredShadingScissor [0/1]

Default is 1 (enabled), 0 Disables

Usage: r_DeferredShadingDepthBoundsTest [0/1]

Default is 1 (enabled). 0 Disables.

Usage: r_DeferredShadingDebug [0/1]

0 disabled (Default)

1 skip lights rendering (but still do cpu work)

2 only 1 light

3 Fillrate debug (brighter colors means more expensive)

Usage: r_DeferredShadingLightLodRatio [value]

Default is 0.1

Usage: r_DeferredShadingLightStencilRatio [value]

Default is 0.2

Usage: r_DeferredShadingSortLights [0/1]

Default is 0 (off)

Usage: r_IrradianceVolumes [0/1]

Default is 0 (off)

Usage: r_HDRRendering [0/1]

Default is 1 (on). Set to 0 to disable HDR rendering.

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)3 display hdr range adaptation4 debug merged posts composition mask

Usage: r_HDRLevel [Value]

Default is 3.0f

Usage: r_HDROffset [Value]

Default is 10.0f

Usage: r_HDRVignetting [Value]

Default is 1 (enabled)

Usage: r_HDRRangeAdapt [Value]

Default is 1

Usage: r_HDREyeAdaptionCache [value]

Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc

Usage: r_HDRRangeAdaptMax [Value]

Default is 1.0f

Usage: r_HDRRangeAdaptMaxRange [Value]

Default is 4.0f

Usage: r_HDRRangeAdaptLBufferMax [Value]

Default is 0.25f

Usage: r_HDRRangeAdaptLBufferMaxRange [Value]

Default is 2.0f

Usage: r_HDRTexFormat [Value] 0:(low precision - cheaper/faster), 1:(high precision)

Default is 0

Usage: r_HDREyeAdaptionFactor [Value]

Default is 0.5

Usage: r_EyeAdaptationBase [Value]

Usage: r_EyeAdaptationSpeed [Value]

Usage: r_HDRRangeAdaptationSpeed [Value]

Usage: r_HDRGrainAmount [Value]

Usage: r_HDRBloomMul [Value]

Usage: r_HDRBrightThreshold [Value]

Default is 3.0

Usage: r_HDRBrightOffset [Value]

Default is 6.0

Usage: r_HDRBrightLevel [Value]

Default is 0.6

Usage: r_HDRBlueShift 0 to 1

Default is 0 (disabled). Set to 1 to use max blue shift strength

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.

Usage: r_BeamsSoftClip [0/1]

Default is 1 (software clip beams). Set to 0 to enable hardware clipping.

Usage: r_BeamsHelpers [0/1]

Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.

Usage: r_BeamsMaxSlices [1-300]

Default is 200 (high-spec).

Usage: r_BeamsDistFactor [fValue]

Default is 0.01 (0.01 meters between slices).

Usage: r_GeomInstancingThreshold [Num]

Default is 0 (automatic depending on hardware, used value can be found in the log)

1 - GPU friendly.

2 - Automatic.

Usage: r_GeomInstancing [0/1]

Default is 1 (on). Set to 0 to disable geom. instancing.

Usage: r_MaterialsBatching [0/1]

Default is 1 (on). Set to 0 to disable.

Usage: r_ImpostersDraw [0/1]

Default is 1 (on). Set to 0 to disable imposters.

Usage: r_ImposterRatio [1..]

Default is 1 (1:1 normal). Bigger values can help to save texture space

(e.g. value 2 results in 1/4 texture memory usage)

Usage: r_ImpostersUpdatePerFrame [1000-30000]

Default is 6000 (6 megabytes)

Usage: r_UseCBStatic [0/1]

Default is 1 (on). Set to 0 to use dynamic update of CB's per-instance.

Usage: r_UseCBStaticDebug [0/1]

Default is 0 (off). Set to 1 to enable asserts when static CB content is differ from the actual instance content.

Usage: r_ZPassDepthSorting [0/1/2]

0: No depth sorting

1: Sort by depth layers (default)

2: Sort by distance

Usage: r_UseZPass [0/1]

Default is 1 (on). Set to 0 to disable Z-pass.

Usage: r_UseAlphaBlend [0/1]

Default is 1 (on). Set to 0 to disable all alpha blended object.

Usage: r_UseEdgeAA [0/1/2/3]

Default is 1 (edge blurring)

1 = activate edge blurring mode

2 = activate edge antialiasing mode (previous version)3 = activate Laplace edge antialiasing mode

Usage: r_SoftAlphaTest [0/1]

Default is 1 (enabled)

Usage: r_UseHWSkinning [0/1]

Default is 1 (on). Set to 0 to disable HW-skinning.

Usage: r_UseMaterialLayers [0/1/2]

Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).

Usage: r_UseSoftParticles [0/1]

Usage: r_UseParticlesRefraction [0/1]

Usage: r_UseParticlesGlow [0/1]

Usage: CV_r_useparticles_merge [0/1]

Usage: r_UseParticlesHalfRes [0/2]

Usage: r_UseParticlesHalfResForce [0-off/1-additive/2-alphabased]

Usage: r_UseParticlesHalfResDebug [0/1]

Half resolution rendering has a constant performance hit so there's usually no gain if used for a very small number of particles

Usage: r_UseParticlesHalfRes_MinCount [n]

Usage: r_UseParticles_GIAmount [n]

Usage: r_UsePOM [0/1]

Usage: r_PostMSAA [0/1]1: 2x quincunx, 2: 4xmsaa

Usage: r_PostMSAAMode [1: to enable 2x amsaa with linear blending, 2: to enable 2x amsaa with clamped reprojection]

Usage: r_PostMSAAEdgeFilterNV [0/1]

Usage: r_PostMSAAInEditingMode [0/1]

Usage: r_MotionBlur [0/1/2/3]

Default is 1 (camera motion blur on).

1: camera motion blur

2: camera and object motion blur

3: debug mode

Usage: r_UseMergedPosts [0/1/2]

Default is 1.

1: fastest mode - half res rendering

2: full res rendering mode (tbd)

3: quality mode, hdr + fullres (tbd)

Usage: r_MotionBlurShutterSpeed [0...1]

Default is 0.004

Usage: r_MotionBlurMaxViewDist [0...1]

Default is 16 meters

Usage: r_MotionBlurFrameTimeScale [0/1]

Usage: r_MotionBlurAdaptiveSampling [0/1]

Usage: r_CustomVisions [0/1/2]

Default is 0 (disabled). 1 enables. 2 - cheaper version, no post processing

Usage: r_DebugLayerEffect [0/1/2/3/etc]

Default is 0 (disabled). 1: 1st layer mode, etc

Usage: r_Rain [0/1/2]

0 - disabled 1 - enabled 2 - enabled with rain occlusion

Usage: r_RainAmount

Usage: r_RainMaxViewDist

Usage: r_RainMaxViewDist_Deferred [n]

Usage: r_RainIgnoreNearest [0/1]

Usage: r_DepthOfField [0/1/2]

Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled

Usage: r_DepthOfFieldBokeh [0/1/etc]

Default is 0 (isotropic/spherical).

Usage: r_DepthOfFieldBokeh [0/1/etc]

Default is 0: 32 samples, 1: 64 samples

Usage: r_DepthOfFieldStencilPrepass [0/1]

Default is 0 (disabled). 1 enables

1=Enable

Usage: r_DebugLightVolumes[0/1]

1=Enable

Usage: r_UseShadowsPool[0/1]

Usage: r_ShadowsBias [0.1 - 16]

1=Regenerate all sides

Usage: r_ShadowGenMode [0/1]

Usage: capture_misc_render_buffers [0/1/2]

0=Disable (default)

1=Capture HDR, depth, shadow mask and AO buffers along with final framebuffer

2=Capture stereo left and right buffers

Note: Enable capturing via "capture_frames 1".

Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable

Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]

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]

1=Use light volumes

Usage: r_ShadowsDeferredMode [0/1]

1=horizontal half resolution shadow mask

2=horizontal and vertical half resolution shadow mask

Usage: r_ShadowsMaskResolution [0/1/2]

0=per pixel shadow mask

1=half resolution shadow mask

Usage: r_ShadowsMaskDownScale [0/1]

Usage: r_ShadowsStencilPrePass [0/1]

Usage: CV_r_ShadowsDepthBoundNV [0/1]

Usage: CV_r_ShadowsForwardPass [0/1]

Usage: r_ShadowBluriness [0.1 - 16]

Usage: r_ShadowJittering [0=off, 1=on]

Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]

Usage: r_DebugLights [0/1/2/3]

Default is 0 (off). Set to 1 to display centers of light sources,

or set to 2 to display light centers and attenuation spheres, 3 to get light properties to the screen

0 - Disable shadows snapping

1 - Enable shadows snapping

Usage: r_ShadowGenGS [0=off, 1=on]

0 - disabled

1 - SSAO technique with normals

2 - SSAO technique with normals and temporal accumulation

3 - Volumetric Obscurance technique with jittering

4 - Volumetric Obscurance technique with jittering and temporal accumulationSSGI

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

Textures are sorted by memory usage

Usage: r_ShowDynTexturesMaxCount [1...36]

Default is 36

Usage: r_ShowDynTexturesFilter *mid*

Usage: r_ShowDynTexturesFilter start*

Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)

Default is 8core5

Usage: r_ShaderCompilerPort 61453 #

Default is 61453

Usage: r_ShaderCompilerDontCache 0 #

Default is 0

shows that the destination is older or does not exist.

Usage: r_RC_AutoInvoke 0 (default is 1)

Usage: r_Glow [0/1]

Default is 0 (off). Set to 1 to enable glow effect.

Usage: r_GlowAnamorphicFlares [0/1]

Default is 0 (off). Set to 1 to enable.

Usage: r_NightVision [0/1]

Default is 2 (HDR). Set to 1 (older version - kept for backward compatibility)Set to 3 to enable debug mode (force enabling).Set to 0 to completely disable nightvision.

Usage: r_SonarVision [0/1]

Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable sonar vision modes.

Usage: r_ThermalVision [0/1]

Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable termal vision modes.

Default is 150 (meters)

Usage: r_ThermalVisionViewCloakFrequencyPrimary [1+]

When looking at a refracting (cloaked) object sets the inverse frequency of the primary sine wave for the objects heat. Higher = slower

Usage: r_ThermalVisionViewCloakFrequencySecondary [1+]

When looking at a refracting (cloaked) object sets the inverse frequency of the secondary sine wave for the objects heat. Higher = slower

Usage: r_ThermalVisionViewCloakFlickerMinIntensity [0.0+]

When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision

Usage: r_ThermalVisionViewCloakFlickerMaxIntensity [0.0+]

When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision

Usage: r_refraction [0/1]

Default is 1 (on). Set to 0 to disable.

Usage: r_sunshafts [0/1]

Default is 1 (on). Set to 0 to disable.

Usage: r_pointslightshafts [0/1]

Default is 1 (on). Set to 0 to disable.

Usage: r_PostProcessEffects [0/1/2]

Default is 1 (enabled). 2 enables and displays active effects

Usage: r_PostProcessEffectsParamsBlending [0/1]

Default is 1 (enabled).

Usage: r_PostprocessParamsBlendingTimeScale [scale]

Default is 12.0f.

Usage: r_PostProcessEffectsFilters [0/1]

Default is 1 (enabled). 0 disabled

Usage: r_PostProcessEffectsGameFx [0/1]

Default is 1 (enabled). 0 disabled

Usage: r_PostProcessEffectsReset [0/1]

Default is 0 (disabled). 1 enabled

Usage: r_PostProcessHUD3D [0/1]

Default is 1 (post process hud enabled). 0 Disabled

Usage: CV_r_PostProcessHUD3DDebugView [0/1/2/3]

Default is 0 (disabled). 1 Solid fill. 2 Wire frame. 3 Unwrap mesh onto flash texture

Usage: r_PostProcessHUD3DCache [0/1/2/3]

Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc

Usage: r_PostProcessHUD3DShadowAmount [> 0.0]

Default is 1.7f, higher = darker

Usage: r_PostProcessHUD3DGlowAmount [> 0.0]

Default is 1.0f, higher = more glow

Usage: r_PostProcessHUD3DNoStencilClear [0/1]

Default is 1 (enabled), 0 disabled

Usage: CV_r_PostProcessNanoGlassDebugView [0/1]

Default is 0 (disabled). 1 Wire frame.

Usage: r_ShowGammaReference [0/1]

Usage: r_ColorGrading [0/1]

Usage: r_Fur [0/1]

Usage: r_ColorGradingSelectiveColor [0/1]

Usage: r_ColorGradingLevels [0/1]

Usage: r_ColorGradingFilters [0/1]

Usage: r_ColorGradingCharts [0/1]

Usage: r_ColorGradingCharts [0/1/2/etc]

Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame

Usage: r_CloudsUpdateAlways [0/1]

Default is 0 (off)

Usage: r_CloudsDebug = 1: render just screen imposters

Usage: r_CloudsDebug = 2: render just non-screen imposters

Default is 0 (off)

Usage: r_TexBumpResolution [0/1/2 etc]

When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

Usage: r_TexResolution [0/1/2 etc]

When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.

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

Usage: r_TexNoLoad [0/1]

When 1 texture loading is disabled.

Default is 50(MB) for PS3 & XBox 360.

If r_TexturesStreaming is set to 2, this parameter is chosen automatically for PC.

Default is 128(MB) for PC, 80(MB) for PS3 & XBox 360.

All textures will be streamed in the main thread. Useful for debug purposes.

Usage: r_TexturesStreamingSync [0/1]

Default is 0 (off).

Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled

Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds

Usage: r_TexturesStreamingResidencyTime [Time]

Default is 10 seconds

Usage: r_TexturesStreamingResidencyThrottle [ratio]Default is 0.5Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident

Usage: r_TexturesStreamingMaxRequestedMB [size]

Default is 2.0(MB)

Usage: r_TexturesStreamingPostponeMips [0/1]

Default is 1 (on).

Usage: r_TexturesStreamingPostponeThresholdKB [size]

Default is 1024(KB)

Usage: r_texturesstreamingPostponeThresholdMip [count]

Default is 1

Usage: r_TexturesStreamingMinReadSizeKB [size]

Default is 32(KB)

Usage: r_TexturesStreamingMaxRequestedJobs [jobs number]

Default is 256 jobs

Increasing this value will reduce amount of memory required for textures.

Usage: r_TexturesStreamingMipBias [-4..0..4]

Default is 0.

Usage: r_TexturesStreamingMipClampDVD [0..4]

Default is 1.

This variable influences only a visual quality of appearing texture details.

Usage: r_TexturesStreamingMipFading [0/1]

Default is 1 (enabled).

Usage: r_TexturesStreamingNoUpload [0/1]

Default is 0 (off).

On Xenon it's on[1] by default and cannot be changed.

Usage: r_TexturesStreamingOnlyVideo [0/1]

Default is 0 (off) for PC and PS3, 1(on always) for XBox 360.

Usage: r_TexturesStreaming [0/1/2]

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.

Usage: r_TexturesStreamingDebug [0/1/2]

Default is 0 (off).1 - texture streaming log.2 - Show textures hit-parade based on streaming priorities3 - Show textures hit-parade based on the memory consumed

Usage: r_TexturesFilteringQuality [#]

where # represents:

0: Highest quality

1: Medium quality

2: Low quality

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.

2(default)=automatic detection

should be activated before rendering

2(default)=automatic detection (currently SLI only, means off for ATI)

should be activated before rendering

r_ProfileShaders or r_Stats needs to be activated to see the statistics

Usage: r_FSAA [0/1]

Default: 0 (off).

Usage: r_FSAA_samples N (where N is a number >= 0). Attention, N must be supported by given video hardware!

Default: 4. Please note that various hardware implements special FSAA modes via certain combinations of

r_FSAA_quality and r_FSAA_samples. See config/FSAAProfiles*.txt for samples.

Usage: r_FSAA_quality N (where N is a number >= 0). Attention, N must be supported by given video hardware!

Default: 0. Please note that various hardware implements special FSAA modes via certain combinations of

r_FSAA_quality and r_FSAA_samples. See config/FSAAProfiles*.txt for samples.

Usage: r_ShowNormals [0/1]Default is 0 (off).

Usage: r_ShowLines [0/1]

Default is 0 (off).

r_NormalsLength 0.2

Default is 0.2 (meters). Used with r_ShowTangents and r_ShowNormals.

Usage: r_ShowTangents [0/1]

Default is 0 (off).

Usage: r_ShowTimeGraph [0/1/2]

1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).

Usage: profileStreaming [0/1/2]

1: Graph displayed as points. 2: Graph displayed as lines.Default is 0 (off).

Usage: r_ShowMT [0/1]

Default is 0 (off).

Usage: r_ShowBufferUSage [0/1]

Default is 0 (off).

Usage: r_LogVBuffers [0/1]

Default is 0 (off).

0: off

1: normal

2: extended

0: off

1: normal

2: extended

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 with debug information (useful for PIX etc./{Game}/testcg_1pass

Default is 0 (off)

Usage: r_ShadersAsyncCompiling [0/1/2/3]

0 = off, (stalling) shaders 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

3 = on, shaders are compiled in parallel in precache mode

Usage: r_ShadersAsyncActivation [0/1]

0 = off, (stalling) synchronous shaders activation

1 = on, shaders are activated/streamed asynchronously

default = 1.0tween 0 and 1) - default = 0.2ecacheAllLights

Usage: r_DebugRefraction

Default is 0 (off) from the render list.

Usage: r_ExcludeShader ShaderName

Sometimes this is useful when debugging.

Usage: r_ShowOnlyShader ShaderName

Usage: r_ExcludeShader Name

Usage: r_ExcludeShader !Name

Sometimes this is useful when debugging.

Usage: r_ProfileShaders [0/1]

Default is 0 (off). Set to 1 to display profiling

of rendered shaders.

Usage: r_ProfileShadersSmooth [0-10]

Usage: r_ProfileShaders [0/1]

Usage: r_EnvCMResolution #

where # represents:

0: 64

1: 128

2: 256

Default is 2 (256 by 256 pixels).

Usage: r_EnvTexResolution #

where # represents:

0: 64

1: 128

2: 256

3: 512

Default is 3 (512 by 512 pixels).

Usage: r_WaterUpdateFactor 0.01

Default is 0.01. 0 means update every frame

Usage: r_EnvCMupdateInterval #

Default is 0.1.

Usage: r_EnvTexUpdateInterval 0.001

Default is 0.001.

Usage: r_WaterReflections [0/1]

Default is 1 (water reflects).

Usage: r_WaterReflectionsMGPU [0/1/2]

Default is 0 (single render update), 1 (multiple render updates)

Usage: r_WaterReflectionsQuality [0/1/2/3]

Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)ded.

Usage: r_WaterCaustics [0/1]

Default is 1 (enabled).

Usage: r_WaterCausticsDistance

Default is 100.0 meters

Usage: r_WaterCausticsDeferred [0/1/2]

Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass

Usage: r_WaterGodRays [0/1]

Default is 1 (enabled).

Usage: r_WaterUpdateThread [0/1/2/3/4/n]

Default is 5 (enabled and on 5 hw thread).

Usage: r_Reflections [0/1]

Default is 1 (reflects).

Usage: r_ReflectionsQuality [0/1/2/3]

Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)

Usage: r_DetailTextures [0/1]

Default is 1 (detail textures on).

Usage: r_ReloadShaders [0/1]

Default is 0. Set to 1 to reload shaders.

Usage: r_DetailNumLayers 2

Default is 2.

Usage: r_DetailScale 8

Default is 8. This scale applies only if the object's

detail scale was not previously defined (in MAX).

Usage: r_DetailDistance (1-20)

Default is 6.

Usage: r_NoDrawShaders [0/1]

Default is 0 (render pipeline enabled). Used for debugging and profiling.

Usage: r_NoDrawNear [0/1]

Default is 0 (near objects are drawn).

Usage: r_DrawNearFoV [n]

Default is 60.

Usage: r_Flares [0/1]

Default is 1 (on).

Usage: r_Gamma 1.0

1 off (default), accepted range on PS3 is 0.8 to 1.25

Usage: r_Brightness 0.5

Default is 0.5.

Usage: r_Contrast 0.5

Default is 0.5.

Usage: r_NoHWGamma [0/1]

Default is 0 (allow hardware gamma correction).

Usage: r_Coronas [0/1]Default is 1 (on).

Usage: r_CoronaFade 0.5Default is 0.5.

0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot

Use negative values to log a single frame.

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.

0=disabled,

1=global render stats,

2=print shaders for selected object,

6=display per-instance drawcall count,

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 [0/1/2/3/6/11/12/13]

0: Disabled

1: Enabled

2: Enabled, use asynchronous swaps on X360

Usage: r_PredicatedTiling [0/1]

Usage: r_testSplitScreen [0/1]

Usage: r_SplitScreenActive [0/1]

Usage: r_MeasureOverdraw [0/1]

When 8-bit content is displayed, banding may occur if sRGB back buffer writes are enabled

Usage: r_ShowRenderTarget [0=off/1/2/3/4/5/6/7/8/9/...]

1: m_Text_ZTarget

2: m_Text_HDRTarget

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]

12: m_Text_BackBufferScaled[0] (Current 2x smaller post effects backbuffer)

13: m_Text_BackBufferScaled[1] (Current 4x smaller post effects backbuffer)

14: m_Text_BackBufferScaled[2] (Current 8x smaller post effects backbuffer)

15: Current custom render target (reflections/etc)

16: Downscaled depth target for SSAO

17: m_Text_SceneNormalsMap (View space normals target)

18: Deferred Indirect lighting accumulation (wip research)

19: m_Text_SceneTarget

20: Irradiance volume visualization

26: Stereo left and right buffers

Usage: r_ShowRenderTarget_Filtered [0=off/1=on]

Usage: r_ShowLightBounds [0=off/1=on]

Usage: r_UseGSParticles [0/1=default]

Usage: r_UseSRGB [0=off/1=lighting is computed in linear space]

The checkerboard pattern displayed represents the mapping of the assigned diffuse

texture onto the object's uv space. One block in the pattern represents 8x8 texels.

Usage: r_TexelsPerMeter [n] (where n is the desired number of texels per meter; 0 = off)

Usage: r_enableAltTab [toggle]

Notes: Should only be added to system.cfg and requires a restart

Usage: r_StereoDevice [0/1/2/3/4]

0: No stereo support (default)

1: Frame compatible formats (side-by-side, interlaced, anaglyph)

2: HDMI 1.4 (PS3 only)

3: Stereo driver (PC only, NVidia or AMD)

4: Dualhead (PC only, two projectors or iZ3D screen)

100: Auto-detect device for platform

Usage: r_StereoMode [0=off/1/2]

1: Dual rendering

2: Post Stereo

Usage: r_StereoOutput [0=off/1/2/3/4/5/6]

0: Standard

1: IZ3D

2: Checkerboard (not supported on X360)

3: Above and Below (not supported)

4: Side by Side

5: Line by Line (Interlaced)

6: Anaglyph

Usage: r_StereoFlipEyes [0=off/1=on]

0: don't flip

1: flip

If not zero, HUD needs to be rendered two times.

Usage: r_StereoGammaAdjustment [offset]0: offue is multiplied by the distance the camera have been moved between two frames and that is substracted from the max anisotropic

0 - off

1 - opaque pass

2 - zpass

4 - transparent.

Usage: r_TextureCompressor [0/1]

0 uses nvDXT, 1 uses Squish if possible

Fog computations for all pixels closer than a given depth value will be skipped.

Usage: r_FogDepthTest z with...

z = 0, culling disabled

z > 0, fixed linear world space culling depth

z < 0, optimal culling depth will be computed automatically based on camera direction and fog settings

Usage: r_FogColorGradient [0/1/2]

0: force off

1: force on

2: use level setting (default)

Usage: r_Scratches [0/1/2]

0: force off

1: force on

2: on in game-mode only (default)

3: as 2, but independent of sunshafts or sun postion

Usage: r_HUDHitEffect [0/1]

0: force off

1: on (default (rectangles)

2: on (different border rendering (trapezoids))

3: on (alternating border rendering methods)

4: on (fullscreen rendering)

Usage: r_RainDropEffect [0/1/2]

0: force off

1: on (default)

2: on (forced)

Usage: r_FogGlassBackbufferMaxResolves [0/n]

0: disable resolve capping

n: any integer greater than 0, maximum number of backbuffer resolves

Usage: r_RefractionPartialResolves [0/1]

0: disable

1: enable conservativley (non-optimal)

2: enable (default)

Usage: r_FogGlassBackbufferResolveDebug [0/1]

0: disable output (default)

1: enable output

of this amount will force a backbuffer resolve unless capped.

Usage: r_Batching [0/1]

Only used if flash asset is tagged CE_HQR!

of the screen for adjusting the title safe area. This is for logo placements

and text printout to account for the TV overscan and is mostly needed for consoles.

If only one value is specified, the overscan borders for left/right and top/bottom

are set simultaneously, but you may also specify different percentages for left/right

and top/bottom.

Usage: r_OverscanBorders [0..25]

r_OverscanBorders [0..25] [0..25]

Default is 0=off, >0 defines the size of the overscan borders for left/right