While playing a game, press [Ctrl] + [Alt] + ~ to display the console window. Then, enter one of the following codes to activate the corresponding cheat function:
Result
Cheat Code
God mode [Note] god
Full weapons and ammunition give all
Full ammunition for current weapons give ammo
Armor to 125 give armor
Classic 1995 version give doom95
Health to 100 give health
All keys give keys
BFG give weapon_bfg
Chainsaw give weapon_chainsaw
Machine gun give weapon_machinegun
Plasmagun give weapon_plasmagun
Rocket launcher give weapon_rocketlauncher
Shotgun give weapon_shotgun
Spawn indicated item give [item name]
Play indicated map map [map name]
Load a map map
Switch to indicated weapon slot, regardless if you have a weapon there
_button0
Switch to indicated weapon slot, regardless if you have a weapon there
_button1
Switch to indicated weapon slot, regardless if you have a weapon there
_button2
Switch to indicated weapon slot, regardless if you have a weapon there
_button3
Switch to indicated weapon slot, regardless if you have a weapon there
_button4
Switch to indicated weapon slot, regardless if you have a weapon there
_button5
Switch to indicated weapon slot, regardless if you have a weapon there
_button6
Switch to indicated weapon slot, regardless if you have a weapon there
_button7
Show AAS stats aasStats
Unknown addarrow
Adds debug arrow addarrow
Core to game chat lines addChatLine
Add debug line addline
Scale contact friction af_contactFrictionScale
Force the given friction value af_forceFriction
Name of the body to highlight af_highlightBody
Name of the constraint to highlight af_highlightConstraint
Scale the joint friction af_jointFrictionScale
Maximum angular velocity af_maxAngularVelocity:
Maximum linear velocity af_maxLinearVelocity
Show structures of articulated figures not at rest
af_showActive
Show bodies af_showBodies
Show body names af_showBodyNames
Show two bodies constrained by the highlighted constraint
af_showConstrainedBodies
Show constraint names af_showConstraintNames
Show constraints af_showConstraints
Show the inertia tensor of each body af_showInertia
Show joint limits af_showLimits
Show mass of each body af_showMass
Show primary constraints only af_showPrimaryOnly
Show articulated figure CPU usage af_showTimings
Show the total mass of each articulated figure
af_showTotalMass
Show tree-like structures af_showTrees
Show velocity of each body af_showVelocity
Skip friction af_skipFriction
Skip joint limits af_skipLimits
Skip self collision detection af_skipSelfCollision
Test for bodies initially stuck in solid
af_testSolid
Scale time af_timeScale
Use impulse-based contact friction af_useImpulseFriction
Use impulse-based joint friction af_useJointImpulseFriction
Use linear time algorithm for tree-like structures
af_useLinearTime
Use constraint matrix symmetry af_useSymmetry
Enable blocked fail safe handling ai_blockedFailSafe
Draw movement information for monsters
ai_debugMove
Display script calls for the specified monster entity number
ai_debugScript
Draw trajectory tests for monsters ai_debugTrajectory
Draw attack cones for monsters ai_showCombatNodes
Draw obstacle avoidance information for monsters.
ai_showObstacleAvoidance 1
Draw obstacle avoidance information for monsters and player
ai_showObstacleAvoidance 2
Draw path_* entities ai_showPaths:
Unknown ai_testPredictPath
Write .AVI for a command demo aviCmdDemo
Save demo in .AVI format avidemo
Write .AVI for a demo aviDemo
Write .AVI for the current game aviGame
Game benchmark benchmark
Benchmark benchmark
Bind command to a key bind
Bind ragdoll at the current drag position
bindRagdoll
Bind a key, but unbinds it first if there are more than two binds
bindunbindtwo
Blink a debug line blinkline
Center view centerview
Check if new version of the game is available
checkNewVersion
Unknown clear
Clear the console clear
Clear all lights clearLights
Drop current weapon clientDropWeapon
In-game GUI message mode clientMessageMode
Voice chats clientVoiceChat
Team voice chats clientVoiceChatTeam
Close the view showing any notes for this map
closeViewNotes
Cull back facing polygons cm_backFaceCul
Debug collision detection cm_debugCollision
Color used to draw the collision models
cm_drawColor
Draw filled polygons cm_drawFilled
Draw internal edges green cm_drawInternal
Collision mask cm_drawMask
Draw polygon and edge normals cm_drawNormals
Show collision model info collisionModelInfo
Use ~ to toggle console com_allowConsole
Sample input from the async thread com_asyncInput
Mix sound from the async thread com_asyncSound
Compress saved games com_compressSaveGame
Force generic platform independent SIMD
com_forceGenericSIMD
Unknown com_guid
Record journal com_journal 1
Play back journal com_journal 2
Set hardware classification to com_machineSpec
Set hardware classification to not detected,
com_machineSpec -1
Set hardware classification to low quality,
com_machineSpec 0
Set hardware classification to medium quality,
com_machineSpec 1
Set hardware classification to high quality,
com_machineSpec 2
Set hardware classification to ultra quality
com_machineSpec 3
Make a build com_makingBuild 1
Marker for memory stats com_memoryMarker
Run one game tick every async thread update
com_preciseTic
Purge everything between level loads com_purgeAll
Show async network stats com_showAsyncStats
Show frame rate com_showFPS
Show framerate com_showfps 1
Show total and per frame memory usage com_showMemoryUsage
show sound decoders com_showSoundDecoders
Skip the renderer completely com_skipRenderer
Show engine timings com_speeds
Print time in milliseconds with each console print
com_timestampPrints 1
Print time in seconds with each console print
com_timestampPrints 2
Update the load size after loading a map
com_updateLoadSize
Hold last amount of detected video RAM
com_videoRam
Combine six images for roq compression
combineCubeImages
Compress a demo file compressDemo
Print on the console but not onscreen when console is displayed
con_noPrint
Time messages displayed when console is displayed
con_notifyTime
Speed at which the console moves con_speed [number]
Dump the console text to a file conDump
Connect to a server connect
Crashes game crash
Crash game crash
Unknown cvar_restart
Restart the cvar system cvar_restart
Apply damage to an entity damage
Launch script debugger debugger
Print parses decl_show 1
Print parses and references developer decl_show 2
Delete selected entity deleteSelected
Hold [Enter] to zoom view demoshot
Save screenshot for a demo demoShot
Load a map in developer mode devmap
Open directory dir
List a folder dir
List a folder with sub-folders dirtree
Disassembles script disasmScript
Disables connection for current multi-player game
disconnect
Disconnect from a game disconnect
Compile map dmap
Skip to last level doomhell
Print indicated text echo [text]
Launch in-game Articulated Figure Editor
editAFs
Launch in-game Declaration Editor editDecls
Launch GUI Editor editGUIs
Change lighting editlight
Launch in-game Light Editor editLights
Open the in-game editor editor
Launch level editor Radiant editor
Launch in-game Particle Editor editParticles
Launch in-game PDA Editor editPDAs
Launch in-game Script Editor editScripts
Change sounds in editor area editsounds
launch in-game Sound Editor editSounds
Take an environment shot envshot
Cause an error error
Execute a config file exec
Execute appropriate config files and sets cvars based on com_machineSpec
execMachineSpec
Exit game exit
Exit command demo exitCmdDemo
Export models exportmodels
Finish the build process finishBuild
Freeze everything on screen freeze
Freeze game for indicated number of seconds
freeze [number]
Armor takes this percentage of damage g_armorProtection [number]
Armor takes this percentage of damage in MP
g_armorProtectionMP [number]
Maintain even teams g_balanceTDM
Show blood splats, sprays, and gibs g_bloodEffects
Skip updating entities not marked 'cinematic' '1' during cinematics
g_cinematic
Set seconds to allow game to run when skipping cinematic
g_cinematicMaxSkipTime [number]
Pregame countdown in seconds g_countDown [number]
Scale final damage on player by this factor
g_damageScale [number]
Display information on which animations are playing on specified entity; -1 disables
g_debugAnim [number]
Check for models with bounds over 2048
g_debugBounds
Show decals (bullet holes, etc.) g_decals
Disassemble script into base/script disasm.txt when script is compiled
g_disasm
Show double vision when taking damage g_doubleVision
Unknown g_dragDamping
Allow dragging physics objects around by placing the crosshair over them and holding [Fire]
g_dragEntity
Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 4 = particle systems, 5 = monsters, 6 = entity names, 7 = entity models.
g_editEntityMode [0-7]
Toggle disable buffer file writing for save games
g_flushSave [0 or 1]
Display timing information for each game frame
g_frametime
Score review time in seconds at end game
g_gameReviewPause
Set how much health to take in nightmare mode
g_healthTakeAmt [number]
Set how low can health get taken in nightmare mode
g_healthTakeLimit [number]
Set how often to take health in nightmare mode
g_healthTakeTime [number]
Control the weapon sway in MP g_mpWeaponAngleScale [number]
Show muzzle flashes g_muzzleFlash [0 or 1]
If nightmare mode is allowed g_nightmare [0 or 1]
Game password g_password [password>
Show dynamic lights on projectiles g_projectileLights
Draw boxes around thinking entities; dormant entities (outside of PVs) are yellow, non-dormant are green
g_showActiveEntities
Enable ejected shells from weapon g_showBrass
Display current frame number for camera when playing cinematics
g_showcamerainfo
Draw boxes around monsters that targeted player
g_showEnemies
Enable shadow of player model g_showPlayerShadow
Enable display of player hit percentage
g_showProjectilePct
Toggle hit % to HUD g_showprojectilepct 1
Draw entities and their targets; hidden entities are gray
g_showTargets
Display current animation and frame number for testmodels.
g_showTestModelFrame
Draw trigger entities (orange) and their targets (green); disabled triggers are gray.
g_showTriggers
Skip damage and other view effects g_skipViewEffects
Let spectators talk to everyone during game
g_spectatorChat
Draw arrows over teammates in team deathmatch
g_TDMArrows
Test model animation; 0 = cycle anime with origin reset, 1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 3 = frame by frame with continuous origin, 4 = play anime once
g_testModelAnimate
Number of frames to blend g_testModelBlend
Test model rotation speed g_testModelRotate
Test particle visualation; set by the particle editor
g_testParticle
Name of the particle being tested by the particle editor
g_testParticleName
Name of material to draw over screen g_testPostProcess
When non-zero, shows entities whose think functions exceeded the number of milliseconds specified
g_timeEntities
scale damage and armor dynamically to keep player alive more often
g_useDynamicProtection
Show available memory game_memory
Display game class info game_memory
Cause a game error gameError
Kick player from multi-player game gameKick [name]
Kick indicated player name gameKick [name]
Print current view position getviewpos
Display graphics card details gfxinfo
Show graphics info gfxInfo
Gametype filter gui_filter_gameType
Password filter gui_filter_password
Players filter gui_filter_players
Send heartbeat to master servers Heartbeat
Show help help
Hitch the game hitch
Show IK debug lines ik_debug
Enable IK ik_enable
Name of log file; if empty "qconsole.log" will be used
ilFileName
Set the maximum texture anisotropy if available
image_anisotropy [number]
Maximum MB reserved for temporary loading of full-sized precompressed images
image_cacheMegs [number]
Maximum KB of precompressed files to read at specification time
image_cacheMinK [number]
See texture MIP usage image_colorMipLevels
Control texture downsampling image_downSize
Control normal map downsampling image_downSizeBump
Control normal map downsample limit image_downSizeBumpLimit
Control diffuse map downsample limit image_downSizeLimit
Control specular downsampling image_downSizeSpecular
Control specular downsampled limit image_downSizeSpecularLimit
Change texture filtering on mipmapped images
image_filter
Unknown image_forceDownSize
Ignore high quality setting on materials
image_ignoreHighQuality
Change lod bias on mipmapped images image_lodbias
If 0, dynamically load all images image_preload [0 or 1]
Round bad sizes down to nearest power of two
image_roundDown
If 1, print number of outstanding background loads
image_showBackgroundLoads[0 or 1]
Allow alpha/intensity/luminance luminance+alpha
image_useAllFormats
If 1, do background load image caching
image_useCache [0 or 1]
If 0, force everything to high quality
image_useCompression [0 or 1]
If 2, use rxgb compression for normal maps; if 1, use 256 color compression for normal maps if available
image_useNormalCompression [0-2]
Write batch file for offline compression of .DDS files
image_useOfflineCompression
Use .DDS files if present image_usePrecompressedTextures
Write .tgas of the final normal maps for debugging
image_writeNormalTGA
Write .TGAs of the final palletized normal maps for debugging
image_writeNormalTGAPalletized
Write .DDS files if necessary image_writePrecompressedTextures
Write .TGAs of the non normal maps for debugging
image_writeTGA
Always run (reverse _speed button) in multi-player mode
in_alwaysRun
Angle change scale when holding _speed button
in_anglespeedkey
Look around with mouse (reverse _mlook button)
in_freeLook
Enable mouse input in_mouse
Pitch change speed when holding _lookUp or _lookDown button
in_pitchspeed
Unknown in_restart
Restart the input system in_restart
Yaw change speed when holding _left or _right button
in_yawspeed
Unknown keeptestmodel
Keep last test model in the game keepTestModel
Kick client by connection number kick
Kill current target; suicide if no one is targeted
kill
Kill the player kill
Kill all monsters in current level killmonsters
Remove all monsters killMonsters
Kill all moving enemies killmoveables
Remove all moveables killMoveables
Kill all non-moving enemies killragdolls
Remove all ragdolls killRagdolls
Scan LAN for servers LANScan
Show LCP solver failures lcp_showFailures
List active game entities listActiveEntities
List articulated figures listAF
Unknown listanims
List all animations listAnims
List audios listAudios
List key bindings listBinds
List game classes listClasses
List commands listCmds
Unknown listcollisionmodels
List collision models listCollisionModels
List cvars listCvars
List all decls listDecls
List all keys used by dictionaries listDictKeys
List all values used by dictionaries listDictValues
List emails listEmails
Unknown listentities
List game entities listEntities
Lists indicated def file settings listentitydefs
List entity defs listEntityDefs
List FX systems listFX
List game commands listGameCmds
List GUIs listGuis
List decl text character frequencies listHuffmanFrequencies
Unknown listimages
List images listImages
Lists indicated def file settings listlightdefs
Unknown listlines
List all debug lines listLines
Unknown listmaterials
List materials listMaterials
List model defs listModelDefs
Unknown listmodels
List all models listModels
Unknown listmodes
List all video modes listModes
Lists images of monsters listmonsters
List monsters listMonsters
List particle systems listParticles
List PDAs listPDAs
List the entity defs listRenderEntityDefs
List renderer commands listRendererCmds
List the light defs listRenderLightDefs
List scanned servers listServers
Unknown listskins
List skins listSkins
List sound commands listSoundCmds
List active sound decoders listSoundDecoders
Unknown listsounds
List all sounds listSounds
Unknown listsoundshaders
List sound shaders listSoundShaders
List the spawn args of an entity listSpawnArgs
List system commands listSystemCmds
List tables listTables
Unknown listthreads
List script threads listThreads
List tool commands listToolCmds
List type info listTypeInfo
Unknown listvertexcache
List vertex cache listVertexCache
List videos listVideos
Load a game loadGame
Localize GUIs localizeGuis
Localize maps localizeMaps
If 1, buffer log; if 2, flush after each print
logFile [1 or 2]
Mouse pitch scale m_pitch
Show mouse movement m_showMouseRate
Number of samples blended for mouse viewing
m_smooth
Mouse strafe movement scale m_strafeScale
Number of samples blended for mouse moving
m_strafeSmooth
Mouse yaw scale m_yaw
Make an ambient map makeAmbientMap
Process giant images MakeMegaTexture
Create memory dump memoryDump
Create a compressed memory dump memoryDumpCompressed
Valid skins (including flushing referenced pak files); decreased if over 0
mod_validSkins
Unknown modulatelights
Modify shader parms on all lights modulateLights
Unknown nextanim
Show next animation on test model nextAnim
Show next animation frame on test model
nextFrame
Teleport player to the next func_static with a GUI
nextGUI
Load next map on the server nextMap
No clipping noclip
Disable collision detection for the player
noclip
Ignored by most enemies notarget
Unknown notarget
Disable player as a target notarget
Unknown overlaygui
Print tokenized string parse
Unknown parsewait
Unknown path
List search paths path
Unknown playcmddemo
Play back a command demo playCmdDemo
Unknown playdemo
Play back a demo playDemo
Unknown playermodel
Set the given model on the player playerModel [model name]
Milliseconds the player can go without air before damage starts
pm_air [number]
x/y size of player's bounding box pm_bboxwidth
Unknown pm_bobpitch
Unknown pm_bobroll
Unknown pm_bobup
Bob much faster when crouched pm_crouchbob
Height of player's bounding box while crouched
pm_crouchheight [number]
Time it takes for player's view to change from standing to crouching
pm_crouchrate [number]
Speed the player can move while crouched
pm_crouchspeed [number]
Height of player's view while crouched
pm_crouchviewheight [number]
Height of player's bounding box while dead
pm_deadheight [number]
Height of player's view while dead pm_deadviewheight [number]
Approximate height the player can jump
pm_jumpheight [number]
Amount player's view can look down pm_maxviewpitch [number]
Amount player's view can look up; negative values are up
pm_minviewpitch [number]
Draw camera from POV of player model; 1 = always, 2 = when dead
pm_modelView [1 or 2]
Speed the player can move while in noclip
pm_noclipspeed [number]
Height of player's bounding box while standing
pm_normalheight [number]
Height of player's view while standing
pm_normalviewheight [number]
Bob faster when running pm_runbob
Unknown pm_runpitch
Unknown pm_runroll
Speed the player can move while running
pm_runspeed [number]
Size of the spectator bounding box pm_spectatebbox [number]
Speed the player can move while spectating
pm_spectatespeed [number]
Length of time player can run pm_stamina [number]
Rate that player regains stamina; divide pm_stamina by this number to determine how to fully recharge.
pm_staminarate [number]
When stamina is below this value, player slows to a walk
pm_staminathreshold [number]
Maximum height player can step up without jumping
pm_stepsize [number]
Third person view pm_thirdPerson
Toggle third person view pm_thirdperson [0 or 1]
Direction of camera from player in third person in degrees; 0 = behind player, 180 = in front
pm_thirdPersonAngle [0-180]
Clip third person view into world space
pm_thirdPersonClip
Enable third person view when player dies
pm_thirdPersonDeath
Height of camera from normal view height in third person
pm_thirdPersonHeight [number]
Camera distance from player in third person
pm_thirdPersonRange [number]
Use cylinder approximation instead of bounding box for player collision detection
pm_usecylinder
Bob slowly when walking pm_walkbob
Player's walking speed pm_walkspeed [number]
Unknown poplight
Remove last created light popLight
Unknown prevanim
Show previous animation on test model prevAnim
Show previous animation frame on test model
prevFrame
Print an articulated figure printAF
Print an Audio printAudio
Print an email printEmail
Print an entity def printEntityDef
Print an FX system printFX
Print a material printMaterial
Unknown printmode
Print model info printModel
Print a model def printModelDefs
Print a particle system printParticle
Print a PDA printPDA
Unknown printshader
Print a skin printSkin
Print a sound shader printSoundShader
Print a table printTable
Print an Video printVideo
Prompt and set the CD Key promptKey
Exit game quit
Quit the game quit
Change gamma tables r_brightness
Set brightness level r_brightness [number]
arbfp1, fp30 r_cgFragmentProfile
arbvp1, vp20, vp30 r_cgVertexProfile
Compare all surface bounds with precalculated ones
r_checkBounds
Force screen clear every frame; 1 = purple, 2 = black, R G B = custom
r_clear [1, 2, or R G B value]
Custom screen height r_customHeight [number]
Custom screen width r_customWidth [number]
Step size of arrow cone line rotation in degrees
r_debugArrowStep [number]
Perform depth test on debug lines r_debugLineDepthTest
Width of debug lines r_debugLineWidth [number]
Draw a filled polygon r_debugPolygonFilled
Used during development to show IHV's their problems
r_demonstrateBug
Optional display refresh rate option for vid mode
r_displayRefresh
Force a call to glFinish() every frame
r_finish
Scale flare deforms from the material def
r_flareSize
Draw all images to screen after registration
r_forceLoadImages
Draw to front buffer for debugging r_frontBuffer
0 = windowed, 1 = full screen r_fullscreen [0 or 1]
Change gamma tables r_gamma
Set gamma level r_gamma [0-3]
"opengl32", etc. r_glDriver [value]
Fraction to smear across neighbors r_hdr_bloomFraction
Maximum light scale r_hdr_exposure
Monitor gamma power r_hdr_gamma
Random dither in monitor space r_hdr_monitorDither
Use a floating point rendering buffer r_hdr_useFloats
Random debugging without defining new vars
r_ignore
Random debugging without defining new vars
r_ignore2
Ignore GL errors r_ignoreGLErrors
Ignore the fragment program extension r_inhibitFragmentProgram
Randomly subpixel jitter the projection matrix
r_jitter
Offset of joint names when r_showskel is set to 1
r_jointNameOffset
Size of joint names when r_showskel is set to 1
r_jointNameScale
Light all the back faces, even when they would be shadowed
r_lightAllBackFaces
All light intensities are multiplied by this
r_lightScale
Soft-shadow sampling r_lightSourceRadius
Allow moving the view point without changing the composition of the scene, including culling
r_lockSurfaces
Number of frames to emit GL logs r_logFile
Override all materials r_materialOverride
Draw only a specific level r_megaTextureLevel
Combine model surfaces with the same material
r_mergeModelSurfaces
Video mode number r_mode
Number of antialiasing samples r_multiSamples
Near Z clip plane distance r_near
Polygon offset parameter r_offsetfactor
Polygon offset parameter r_offsetunits
Perform index reorganization to optimize vertex use
r_orderIndexes
Hardware specific renderer path to use
r_renderer
Scale factor for jitter bias r_sb_biasScale
Oversize FOV for point light side matching
r_sb_frustomFOV
Scale factor for jitter offset r_sb_jitterScale
Pixel dimensions for each shadow buffer, 64 - 2048
r_sb_lightResolution
Use GL_LINEAR instead of GL_NEAREST on shadow maps
r_sb_linearFilter
Do not draw any occluders r_sb_noShadows
0 = front faces; 1 = back faces; 2 = midway between them
r_sb_occluderFacing[0-3]
polygonOffset factor for drawing shadow buffer
r_sb_polyOfsFactor
polygonOffset units for drawing shadow buffer
r_sb_polyOfsUnits
Randomly offset jitter texture each draw
r_sb_randomize
Set to 0, 1, 4, or 16 r_sb_samples [number]
Build shadows in screen space instead of on surfaces
r_sb_screenSpaceShadow
Color the pixels contained in the frustum
r_sb_showFrustumPixels
only draw a single side (0 to 5) of points lights
r_sb_singleSide
Cull geometry to individual side frustums
r_sb_useCulling
Draw offscreen r_sb_usePbuffer
Width of screen space shadow sampling screenFraction for testing fill rate; the resolution of entire screen can be changed
r_sb_viewResolution
Scale value for stencil shadow drawing
r_shadowPolygonFactor
Bias value added to depth test for stencil shadow drawing
r_shadowPolygonOffset
Enable shadows r_shadows
Report alloc/free counts r_showAlloc
Report sphere and box culling stats r_showCull
Report number of modeDefs and lightDefs in view
r_showDefs
Report reads and writes to the demo file
r_showDemo
Display contents of the depth buffer and the depth range
r_showDepth
Draw lines from vertexes to center of dominant triangles
r_showDominantTri
Report stats on dynamic surface generation
r_showDynamic
Draw the sil edges r_showEdges
Show entity scissor rectangles r_showEntityScissors
1 = show all images instead of rendering, 2 = show in proportional size
r_showImages [0-2]
Draw screen colors based on intensity; red = 0, green = 128, blue = 255
r_showIntensity [number]
1 = show frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox
r_showInteractionFrustums [0-3]
Report interaction generation activity
r_showInteractions
1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines
r_showInteractionScissors [0-2]
1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw
r_showLightCount [0-3]
1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume
r_showLights [0-3]
Report scale factor applied to drawing for overbrights
r_showLightScale
Show light scissor rectangles r_showLightScissors
Display all the level images r_showMegaTexture
Draw colored blocks in each tile r_showMegaTextureLabels
Print frame memory utilization r_showMemory
Draw wireframe normals r_showNormals
1 = geometry overdraw, 2 = light interaction overdraw, 3 = geometry and light interaction overdraw
r_showOverDraw [0-3]
Draw portal outlines in color based on passed/not passed
r_showPortals
Report drawsurf/index/vertex counts r_showPrimitives
Color screen based on shadow volume depth complexity, 2 or greater = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows
r_showShadowCount [0-4]
1 = visualize the stencil shadow volumes, 2 = draw filled in
r_showShadows [0-2]
Highlight edges that are casting shadow planes
r_showSilhouette
Draw skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only
r_showSkel[0-2]
Show which end (front or back) is blocking
r_showSmp
Show surface material name under crosshair
r_showSurfaceInfo
Report surface/light/shadow counts r_showSurfaces
Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector
r_showTangentSpace [0-3]
Shade triangles by texture area polarity
r_showTexturePolarity
If greater than 0, draw each triangles texture (tangent) vectors
r_showTextureVectors [number]
Show intersection of an eye trace with the world
r_showTrace
Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all
r_showTris [0-3]
if 1, put all nVidia register combiner programming in display lists
r_showUnsmoothedTangents [0-1]
Report entity and light updates and ref counts
r_showUpdates
Unknown r_showVertexCache
Draw all triangles with the solid vertex color
r_showVertexColor
1 = displays the bounding boxes of all view models, 2 = print index numbers
r_showViewEntitys [0-2]
Only draw the portal area the view is actually in
r_singleArea
Suppress all but one entity r_singleEntity
Suppress all but one light r_singleLight
Suppress all but one surface on each entity
r_singleSurface
Only draw a single triangle per primitive
r_singleTriangle
Bypass all non-interaction drawing r_skipAmbient
Do not draw anything r_skipBackEnd
Skip all blend lights r_skipBlendLights
Use flat surface instead of the bump map
r_skipBump
Do all rendering, but do not actually copyTexSubImage2D
r_skipCopyTexture
Leave all deform materials in their original state
r_skipDeforms
Use black for diffuse r_skipDiffuse
Do not dynamically create textures r_skipDynamicTextures
Skip all fog lights r_skipFogLights
Bypass all front end work, but 2D GUI rendering still draws
r_skipFrontEnd
1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events
r_skipGuiShaders [0-3]
Skip all light/surface interaction drawing
r_skipInteractions
Do not do any post-interaction light scaling
r_skipLightScale
Only use the lowest level image r_skipMegaTexture
Bypass all vertex/fragment program ambient drawing
r_skipNewAmbient
Skip overlay surfaces r_skipOverlays
1 = skip all particle systems r_skipParticles [0-1]
Skip all post-process renderings r_skipPostProcess
Skip 3D rendering, but pass 2D r_skipRender
Null the rendering context during backend 3D rendering
r_skipRenderContext
Skip ROQ decoding r_skipROQ
Use black for specular1 r_skipSpecular
1 = don't render any GUI elements on surfaces
r_skipSubviews [0 or 1]
Ignore the per-view suppressions r_skipSuppress
Skip the translucent interaction rendering
r_skipTranslucent
1 = do not accept any entity or light updates, making everything static
r_skipUpdates [0 o