CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| cloth_wind 0.0 | developmentonly defensive | Flags and default
| 0.0 |
| cloth_wind_pitch 0.0 | developmentonly defensive | Flags and default
| 0.0 |
| cloth_dry_drag 0.0 | developmentonly defensive | Flags and default
| 0.0 |
| cloth_dry_drag_soften 1.0 | developmentonly defensive | Flags and default
| 1.0 |
| cloth_solver 0 | developmentonly defensive | Flags and default
| 0 |
| cloth_approximate_collide true | developmentonly defensive | Flags and default
| true |
| phys_validate false | developmentonly defensive | Flags and default
| false |
| phys2_debug_broadphase 0 | developmentonly defensive | Flags and default
| 0 |
| phys_solve_in_parallel_with_island_build false | developmentonly replicated defensive | Flags and default
| false |
| phys_skip_creating_trivial_islands false | developmentonly replicated defensive | Flags and default
| false |
| phys_deterministic true | developmentonly replicated defensive | Flags and default
| true |
| cloth_simulate true | developmentonly defensive | Flags and default
| true |
| cloth_batch 32 | developmentonly defensive | Flags and default
| 32 |
| cl_jiggle_bone_debug false | cheat | Display physics-based 'jiggle bone' debugging informationFlags and default
| false |
| cl_jiggle_bone_debug_yaw_constraints false | cheat | Display physics-based 'jiggle bone' debugging informationFlags and default
| false |
| cl_jiggle_bone_debug_pitch_constraints false | cheat | Display physics-based 'jiggle bone' debugging informationFlags and default
| false |
| cl_jiggle_bone_invert false | cheat | Flags and default
| false |
| cl_jiggle_bone_sanity true | developmentonly defensive | Prevent jiggle bones from pointing directly away from their target in case of numerical instability.Flags and default
| true |
| phys_jiggle_bone_enable true | developmentonly defensive | Flags and default
| true |
| phys_old_contact_draw false | developmentonly defensive | Flags and default
| false |
| phys2_contact_debug_draw_size 2.0 | developmentonly defensive | Flags and default
| 2.0 |
| phys_cull_internal_mesh_contacts false | developmentonly replicated defensive | Flags and default
| false |
| phys_mesh_local_toi true | developmentonly replicated defensive | Flags and default
| true |
| phys_enable_gjk_clipping false | developmentonly replicated defensive | Flags and default
| false |
| phys_fast_report_contacts 1 | developmentonly defensive | when 1, fast path for collision reporting is implemented making triggers faster in some casesFlags and default
| 1 |
| hullivr_edge_merge_tan 0.0 | developmentonly replicated defensive | Should we try to straighten two faces connected to this edge? (tangent)Flags and default
| 0.0 |
| hullivr_faceisland_merge_tan 0.0 | developmentonly replicated defensive | Should we try to straighten an island of faces deviating from their average normal (tangent)?Flags and default
| 0.0 |
| hullivr_faceisland_merge_disp 0.0 | developmentonly replicated defensive | Should we straighten face island if the displacement is this much? (inches)Flags and default
| 0.0 |
| hullivr_version 3 | developmentonly replicated defensive | Flags and default
| 3 |
| vphysics_force_apply_magnitude 1.0 | developmentonly defensive | Flags and default
| 1.0 |
| vphysics_return_implicit_velocity false | developmentonly defensive | Flags and default
| false |
| cloth_filter_transform_stateless false | developmentonly defensive | Enable the new, stateless version of FilterTransformFlags and default
| false |
| phys_position_iterations 2 | developmentonly defensive | Flags and default
| 2 |
| phys_velocity_iterations 8 | developmentonly defensive | Flags and default
| 8 |
| phys_dump_filter_solid_only false | developmentonly defensive | Flags and default
| false |
| phys_dump_filter_trace_callstack | developmentonly defensive | Flags and default
| |
| phys_dump_filter_body_name | developmentonly defensive | Flags and default
| |
| phys_min_motion_controller_count_to_run_in_job 8 | developmentonly defensive | Flags and default
| 8 |
| phys_intermediate_notify_remove_only true | developmentonly replicated defensive | Flags and default
| true |
| vphys2_friction_factor 1.0 | cheat | Change global friction factorFlags and default
| 1.0 |
| vphys2_restitution_factor 1.0 | cheat | Change global restitution factorFlags and default
| 1.0 |
| phys_reload_immediately false | developmentonly defensive | Set to 1 to reload resources and reconstruct physics of entities on the fly. May unexpectedly change behavior or crash the game, because game code is generally unaware of underlying resource reloads and may hold references to physics that may become invalid during resource reload. It is inherently harder for physics to deal with resource reloads because of persistent nature of objects being simulated (textures can be easily reloaded on the fly; if an entity holds a handle to a ragdoll body part, it may expect that handle to stay valid while the ragdoll exists)Flags and default
| false |
| cloth_reload_immediately true | developmentonly defensive | Reload and reconstruct cloth on the fly after phsyics has been reloaded (usually due to having been recompiled). When set to 0, and the bones change, crashes may occur due to de-sychronization between animation/model state in the game, particles and rendering and cloth stateFlags and default
| true |
| phys_step_threaded true | developmentonly | Flags and default
| true |
| legacy_models_supported true | developmentonly | Whether to support legacy (pre-modeldoc) modelsFlags and default
| true |
| voice_initial_buffer_ms 200 | developmentonly defensive | Flags and default
| 200 |
| snd_sos_show_block_debug false | cheat | Spew data about the list of block entries.Flags and default
| false |
| snd_sos_show_entry_match_free false | developmentonly defensive | Flags and default
| false |
| snd_group_cluster_debug false | replicated cheat | Flags and default
| false |
| snd_group_priority_max_tolerance 0.1 | replicated cheat | Flags and default
| 0.1 |