Skip to content

CS2 Cvars List

Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.

CvarDescription
gameevents_showevents 0Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).
Flags and default
Flags
developmentonly defensive
Default
0
gameevents_showeventlisteners falseShow listening addition/removals
Flags and default
Flags
developmentonly defensive
Default
false
sv_hoststate_quit_syscall falseWhen enabled, game server will quit immediately via syscall instead of running host states shutdown sequence
Flags and default
Flags
release
Default
false
execute_command_every_frame
Flags and default
Flags
cheat
Default
—
engine_show_frame_dispatch falseshow frame dispatch names.
Flags and default
Flags
developmentonly
Default
false
engine_show_frame_ticks false
Flags and default
Flags
developmentonly defensive
Default
false
engine_max_ticks_to_simulate -1Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.
Flags and default
Flags
developmentonly defensive
Default
-1
engine_render_only false
Flags and default
Flags
developmentonly defensive
Default
false
engine_allow_multiple_ticks_per_frame trueWhen the client is catching up in low frame rate situations, should we run tick more than once a frame?
Flags and default
Flags
developmentonly defensive
Default
true
engine_allow_multiple_simulates_per_frame falseWhen the client is catching up in low frame rate situations, should we run client simulate more than once a frame?
Flags and default
Flags
developmentonly defensive
Default
false
engine_client_tick_pad_enable false
Flags and default
Flags
developmentonly defensive
Default
false
engine_low_latency_sleep_after_client_tick falseWhen r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation.
Flags and default
Flags
release
Default
false
engine_accurate_input_processing_delta_time falseWhen true, elapsed time given to the input processing will be the time elapsed since the last input processing. This is only relevant when input is processed multiple times per frame ( i.e. multiple ticks per frame)
Flags and default
Flags
developmentonly defensive
Default
false
cl_predict_after_every_createmove truerun prediction after every CreateMove instead of only after CreateMove for the final tick in a frame.
Flags and default
Flags
developmentonly
Default
true
cl_tickpacket_send_every_tick trueSend a network packet each time we generate a new usercommand, even if our frame rate is slow and we generate multiple commands in one frame
Flags and default
Flags
developmentonly
Default
true
cl_poll_network_early trueEnable polling for network messages every frame, instead of every tick
Flags and default
Flags
developmentonly
Default
true
sv_long_frame_ms 15.0If a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable.
Flags and default
Flags
developmentonly defensive
Default
15.0
engine_frametime_warnings_enable trueEnable framerate-related warnings, such as sv_long_frame_ms. Disabling warnings is useful when running in situations such a debug where a slow frame rate is expected
Flags and default
Flags
developmentonly defensive
Default
true
engine_frametime_amnesty_debug falseEnable logging about events that disable frame time warnings
Flags and default
Flags
developmentonly defensive
Default
false
host_force_frametime_to_equal_tick_interval false
Flags and default
Flags
developmentonly defensive
Default
false
host_force_max_frametime_to_tick_interval false
Flags and default
Flags
developmentonly defensive
Default
false
host_framerate 0.0Set to lock per-frame time elapse.
Flags and default
Flags
release
Default
0.0
host_timescale 1.0Prescale the clock by this amount.
Flags and default
Flags
replicated cheat
Default
1.0
engine_max_resource_system_update_time 5
Flags and default
Flags
developmentonly defensive
Default
5
r_experimental_lag_limiter false
Flags and default
Flags
developmentonly defensive
Default
false
vis_sunlight_enable trueToggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS)
Flags and default
Flags
developmentonly cheat
Default
true
vis_enable trueEnable precomputed visibility when true
Flags and default
Flags
developmentonly defensive
Default
true
r_indirectlighting trueSet to use indirect lighting
Flags and default
Flags
cheat
Default
true
r_rendersun trueRender sun lighting
Flags and default
Flags
cheat
Default
true
r_drawdecals trueSet to render decals
Flags and default
Flags
cheat
Default
true
r_drawviewmodel trueRender view model
Flags and default
Flags
clientdll cheat
Default
true
r_directlighting trueSet to use direct lighting
Flags and default
Flags
cheat
Default
true
r_ssao trueSet to use screen-space ambient occlusion
Flags and default
Flags
developmentonly defensive
Default
true
r_force_zprepass -10: Force z prepass off. 1: Force on. -1: Don't force
Flags and default
Flags
cheat
Default
-1
r_zprepass_normals false0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.
Flags and default
Flags
cheat
Default
false
r_translucent trueEnable rendering of translucent geometry
Flags and default
Flags
cheat
Default
true
r_showsunshadowdebugrendertargets falseSet to render sun shadow render targets
Flags and default
Flags
cheat
Default
false
r_showdebugoverlays falseSet to render debug overlays
Flags and default
Flags
cheat
Default
false
r_showsceneobjectbounds falseShow scenesystem object bounding boxes
Flags and default
Flags
cheat
Default
false
r_showsunshadowdebugsplitvis falseSet to render sun shadow split visibility debugger
Flags and default
Flags
cheat
Default
false
phys_highlight_expensive_objects falseHighlight expensive physics objects
Flags and default
Flags
cheat
Default
false
phys_highlight_expensive_objects_strength 0.0Highlight expensive physics objects strength
Flags and default
Flags
cheat
Default
0.0
r_showdebugrendertarget falseSet the debug render target to show, 0 == disable
Flags and default
Flags
cheat
Default
false
fog_enable trueEnable fog
Flags and default
Flags
clientdll cheat
Default
true
mat_wireframe 00=Off, 1=Surface Wireframe, 2=Transparent Wireframe
Flags and default
Flags
cheat
Default
0
mat_fullbright 0Debug rendering modes
Flags and default
Flags
cheat
Default
0
mat_max_lighting_complexity 8.0
Flags and default
Flags
cheat
Default
8.0
mat_luxels false
Flags and default
Flags
cheat
Default
false
mat_shadowmap_luxels false
Flags and default
Flags
cheat
Default
false
mat_lpv_luxels false
Flags and default
Flags
cheat
Default
false
© 2025 Hypen.cz