Command
or
Variable
Name |
Arguments
or
Default |
Description |
| +graph |
|
enable net_graph display |
| bgmvolume |
0 |
enable CD audio (0 may improve performance) [Flags: a] |
| cl_allowdownload |
1 |
enable download of maps, models, and decals on joining a
server [Flags: a] |
| cl_allowupload |
1 |
enable upload of maps, models, and decals on joining a
server [Flags: a] |
| cl_cmdrate |
30 |
set the number of times per second that the client will
update the server. Leave at 30 (or lower) for modems, set to 35-55 for Cable
or DSL, 50 for LAN games. [Flags: a] |
| cl_dlmax |
128 |
set the maximum number of kilobytes to download from a
server [Flags: ai] |
| cl_download_ingame |
1 |
enable downloads during a multiplayer game (generally not a
good thing -- instead set cl_allow_download 1 and this one to 0 so downloads
are between maps only) [Flags: a] |
| cl_fixtimerate |
7.5 |
sets the fixed time rate |
| cl_gaitestimation |
1 |
enable estimated player stepping motion -- disable (0) to
decrease apparent "ice skating" and possibly increase lag |
| cl_gg |
0 |
enable Game Gauge mode (gg
<demoname>starts running a demo in gamegauge mode and will report averag FPS
at the end</demoname> |
| cl_gibcount |
4 |
sets the number of gibs to spawn when blowing an enemy to
bits. lower or 0 may improve FPS [Flags: a] |
| cl_giblife |
25 |
sets the time in seconds that gibs remain before
disappearing. lower or 0 may improve FPS [Flags: a] |
| cl_gibvelscale |
1 |
sets the scale factor for gib graphics. higher may improve
FPS [Flags: a] |
| cl_himodels |
0 |
enable high quality player models. Set to 1 for slightly
better quality player models (and slightly lower fps) [Flags: a] |
| cl_latency |
0 |
set client latency value |
| cl_lb |
0 |
enable client-side blood splat prediction (if cl_lw is 1).
If on, hits may look like misses and vice-versa. [Flags: ai] |
| cl_lc |
1 |
enable lag compensation (if server enables with sv_unlag 1)
[Flags: ai] |
| cl_lw |
1 |
enable client-side (lagless) weapon animations and sounds.
If 1, weapons animation and sounds will fire instantly, but the real shot
must be acknowledged by the server to happen, so animation/sounds may not
match server reality. Leave on (1) if you have lag compensation on (cl_lc
1). [Flags: ai] |
| cl_nopred |
0 |
disable client-side prediction (1 may increase lag) |
| cl_rate |
9001.204 |
set rate that client will send data to the server in bytes
per second (suggested starting values: 1000-4000 modem, 5000-7000 ISDN,
6000-10000 cable/DSL, 7000-20000 T1, 20000+ LAN) -- bad values cause LAG!
turn on the r_netgraph 3 to help evaluate different values, and try
non-integers like 4001.0528. |
| cl_resend |
6 |
set resend count (the number of times to attempt to resend
packets) |
| cl_showfps |
0 |
enable FPS display (frames per second) |
| cl_updaterate |
20 |
set number of updates client will request from the server
each second. In general, the more players in the game, the lower this should
be. Lower than 12 will cause choppiness, but 15 may be great for some slow
connections. Cable and DSL connections may like 30-40, unless there are too
many players on the server. FOr lan games, use 50. [Flags: ai] |
| fps_max |
72 |
set the maximum number of frames per second that the game
will try to render. Similar to the old fps_modem, but no longer affects
network lag. |
| gl_cull |
1 |
enable rendering of visible objects only (0 will slow fps) |
| gl_d3dflip |
0 |
enable reversed rendering order for D3D video mode |
| gl_dither |
1 |
enable dithering [Flags: a] |
| gl_keeptjunctions |
1 |
enable allowing slight cracks between textures, setting to
1 may look better on some video cards, but will be a bit slower (fewer fps) |
| gl_lightholes |
1 |
enable light holes (0 may improve perfomance) |
| gl_max_size |
256 |
set the maximum texture size (higher may look better, but
may slow performance if set too high) |
| gl_picmip |
0 |
set rendering quality (0,1,2, higher is faster and lower
quality) see gl_playermip, gl_texturemode |
| gl_playermip |
0 |
set player rendering quality (0,1,2, higher is faster and
lower quality) see gl_playermip, gl_texturemode |
| gl_round_down |
3 |
set texture size rounding-down value (higher rounds more,
resulting in lower quality and higher FPS) |
| gl_smoothmodels |
1 |
enable model smoothing. Disabling (0) may increase fps a
bit |
| gl_spriteblend |
1 |
enable blending sprite graphics |
| gl_texsort |
0 |
enables brighter and more vivid textures, but slows
performance |
| gl_texturemode |
[type] |
set the rendering mode: in order from lowest quality
(fastest) to highest quality (slowest), [type] options are:
GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST,
GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR. Think of the 1st two as
low and high quality for hardware that supports bilinear filetering, and the
2nd two as low and high quality for hardware that supports trilinear
filtering. |
| gl_wateramp |
0 |
enable amplified (higher) waves in water. 1 may decrease
FPS (see sv_wateramp) |
| gl_ztrick |
1 |
speeds up renndering on some 3dfx cards (and maybe others),
but may cause flickering on some video cards |
| graphheight |
64 |
set height of r_netgraph/net_graph display |
| hisound |
0 |
enable high-quality sound (1=22kHz, 0=11kHz) see also
loadas8bit (0 may improve performance) [Flags: a] |
| host_framerate |
0 |
set the speed that host and server interact with the game.
|
| host_speeds |
0 |
enable display of current FPS on-screen |
| loadas8bit |
0 |
set to 1 to force 8-bit (lower quality) sounds (see hisound
also) |
| mp_decals |
2000 |
set max number of decals to display in multiplayer (set
lower for perfomance boost, but blast marks and logos will disappear sooner)
[Flags: a] |
| net_graph |
0 |
enables network condition graph that shows FPS, network
latency, incoming server update rate, incoming bandwidth, outgoing
bandwidth, and a running graph of ping (which is network latency plus delays
caused by video rendering). Turn on the net_graph and try different values
for the tweaking variables to find the best settings for your system and
network conditions. Be sure to turn it back off since it will lower FPS
some. [Flags: a] |
| net_graphpos |
1 |
set position of network graph (if net_graph 1). 1=bottom
right, 2=bottom center, 3=bottom left [Flags: a] |
| net_graphsolid |
1 |
enable solid graph if net_graph 1 [Flags: a] |
| net_graphwidth |
192 |
set net_graph width [Flags: a] |
| net_scale |
5 |
set net_graph vertical scale [Flags: a] |
| net_showdrop |
0 |
enable display of dropped network packets |
| net_showpackets |
0 |
enable network packet display |
| precache |
1 |
enable pre-loading of all needed files at map start (1 may
help skipping/stoppoing problems) |
| pushlatency |
-50 |
set pushlatency (try around -1/2 to -1 times ping) -- some
people say using non-integer values (like -100.0521) reduces lag [Flags: a] |
| rate |
9001.204 |
replaced by cl_rate |
| r_decals |
4096 |
set max number of blast mark decals in single-player (lower
number will improves perfomance some, but decals wil disappear sooner) |
| r_drawviewmodel |
1 |
enable drawing player weapon model (off improves perfomance
a bit) |
| r_dynamic |
1 |
enable dynamic lighting -- the light reflections glowing
objects make on other objects nearby, such as rockets and the flashlight (0
may improve fps) |
| r_mirroralpha |
1 |
enable reflective textures (0 may improve performance) |
| r_mmx |
1 |
force MMX calculation methods for MMX CPU's (set to 1 if
your CPU supports MMX! Any p2 does, as do most newer AMD and Cyrix chips. If
using 1 reduces perfomance, set back to 0) |
| r_shadows |
0 |
enable player shadows (decreases performance and doesn't
look that great) |
| r_speeds |
0 |
enable display of average fps, draw speed, and polygon info
(use to see running FPS info) |
| r_traceglow |
0 |
enable inclusion of monsters in glow sprite occlusion
checking (1 will decrease perfomance) |
| sizedown |
|
decrease screen size (will increase FPS, won't work on all
video cards) |
| sizeup |
|
increase screen size (will decrease FPS, won't work on all
video cards) |
| s_a3d |
0 |
enable A3D support (0 may improve performance) [Flags: a] |
| s_eax |
0 |
enable EAX support (0 may improve performance) [Flags: a] |
| s_reverb |
1 |
enable reverb (0 may improve performance) |
| timedemo |
<demo> |
play demo HalfLife\Valve\demo.dem at max FPS and report
average FPS (see r_speeds, timerefresh, gg) |
| timerefresh |
|
spin view in place and report average FPS for the spin (see
timedemo, r_speeds, gg) |
| vid_d3d |
0 |
enable Direct3D support (keep this off if your video card
supports OpenGL) |
| vid_describemode |
|
display video mode settings |
| violence_ablood |
1 |
enable blood (0 will improve perfomance some, but you won't
see any blood) |
| violence_agibs |
1 |
enable gibs (0 will improve performance some, but you won't
see body chunks) |
| violence_hblood |
1 |
enable more blood (0 will improve perfomance some, but you
won't see as much blood) |
| violence_hgibs |
1 |
enable more gibs (0 will improve performance some, but you
won't see as many body chunks) |