CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| gameevents_showevents 0 | developmentonly defensive | Dump game events to console. (1 = Show Signaling, 2 = Show Posting also).Flags and default
| 0 |
| gameevents_showeventlisteners false | developmentonly defensive | Show listening addition/removalsFlags and default
| false |
| sv_hoststate_quit_syscall false | release | When enabled, game server will quit immediately via syscall instead of running host states shutdown sequenceFlags and default
| false |
| execute_command_every_frame | cheat | Flags and default
| |
| engine_show_frame_dispatch false | developmentonly | show frame dispatch names.Flags and default
| false |
| engine_show_frame_ticks false | developmentonly defensive | Flags and default
| false |
| engine_max_ticks_to_simulate -1 | developmentonly defensive | Max number of ticks to simulate per frame, after which simulation will start to slow down compared to real time.Flags and default
| -1 |
| engine_render_only false | developmentonly defensive | Flags and default
| false |
| engine_allow_multiple_ticks_per_frame true | developmentonly defensive | When the client is catching up in low frame rate situations, should we run tick more than once a frame?Flags and default
| true |
| engine_allow_multiple_simulates_per_frame false | developmentonly defensive | When the client is catching up in low frame rate situations, should we run client simulate more than once a frame?Flags and default
| false |
| engine_client_tick_pad_enable false | developmentonly defensive | Flags and default
| false |
| engine_low_latency_sleep_after_client_tick false | release | When r_low_latency is enabled, this moves the low latency sleep on tick frames to happen after client simulation.Flags and default
| false |
| engine_accurate_input_processing_delta_time false | developmentonly defensive | When 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
| false |
| cl_predict_after_every_createmove true | developmentonly | run prediction after every CreateMove instead of only after CreateMove for the final tick in a frame.Flags and default
| true |
| cl_tickpacket_send_every_tick true | developmentonly | Send a network packet each time we generate a new usercommand, even if our frame rate is slow and we generate multiple commands in one frameFlags and default
| true |
| cl_poll_network_early true | developmentonly | Enable polling for network messages every frame, instead of every tickFlags and default
| true |
| sv_long_frame_ms 15.0 | developmentonly defensive | If a server frame takes longer than N ms, complain about it. (Dedicated server only.) See also engine_frametime_warnings_enable.Flags and default
| 15.0 |
| engine_frametime_warnings_enable true | developmentonly defensive | Enable 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 expectedFlags and default
| true |
| engine_frametime_amnesty_debug false | developmentonly defensive | Enable logging about events that disable frame time warningsFlags and default
| false |
| host_force_frametime_to_equal_tick_interval false | developmentonly defensive | Flags and default
| false |
| host_force_max_frametime_to_tick_interval false | developmentonly defensive | Flags and default
| false |
| host_framerate 0.0 | release | Set to lock per-frame time elapse.Flags and default
| 0.0 |
| host_timescale 1.0 | replicated cheat | Prescale the clock by this amount.Flags and default
| 1.0 |
| engine_max_resource_system_update_time 5 | developmentonly defensive | Flags and default
| 5 |
| r_experimental_lag_limiter false | developmentonly defensive | Flags and default
| false |
| vis_sunlight_enable true | developmentonly cheat | Toggle whether to use sunlight PVS for sunlight views (0 = sky PVS, 1 = sunlight PVS)Flags and default
| true |
| vis_enable true | developmentonly defensive | Enable precomputed visibility when trueFlags and default
| true |
| r_indirectlighting true | cheat | Set to use indirect lightingFlags and default
| true |
| r_rendersun true | cheat | Render sun lightingFlags and default
| true |
| r_drawdecals true | cheat | Set to render decalsFlags and default
| true |
| r_drawviewmodel true | clientdll cheat | Render view modelFlags and default
| true |
| r_directlighting true | cheat | Set to use direct lightingFlags and default
| true |
| r_ssao true | developmentonly defensive | Set to use screen-space ambient occlusionFlags and default
| true |
| r_force_zprepass -1 | cheat | 0: Force z prepass off. 1: Force on. -1: Don't forceFlags and default
| -1 |
| r_zprepass_normals false | cheat | 0: Use normals reconstructed from depth. 1: Output correct normals in z prepass.Flags and default
| false |
| r_translucent true | cheat | Enable rendering of translucent geometryFlags and default
| true |
| r_showsunshadowdebugrendertargets false | cheat | Set to render sun shadow render targetsFlags and default
| false |
| r_showdebugoverlays false | cheat | Set to render debug overlaysFlags and default
| false |
| r_showsceneobjectbounds false | cheat | Show scenesystem object bounding boxesFlags and default
| false |
| r_showsunshadowdebugsplitvis false | cheat | Set to render sun shadow split visibility debuggerFlags and default
| false |
| phys_highlight_expensive_objects false | cheat | Highlight expensive physics objectsFlags and default
| false |
| phys_highlight_expensive_objects_strength 0.0 | cheat | Highlight expensive physics objects strengthFlags and default
| 0.0 |
| r_showdebugrendertarget false | cheat | Set the debug render target to show, 0 == disableFlags and default
| false |
| fog_enable true | clientdll cheat | Enable fogFlags and default
| true |
| mat_wireframe 0 | cheat | 0=Off, 1=Surface Wireframe, 2=Transparent WireframeFlags and default
| 0 |
| mat_fullbright 0 | cheat | Debug rendering modesFlags and default
| 0 |
| mat_max_lighting_complexity 8.0 | cheat | Flags and default
| 8.0 |
| mat_luxels false | cheat | Flags and default
| false |
| mat_shadowmap_luxels false | cheat | Flags and default
| false |
| mat_lpv_luxels false | cheat | Flags and default
| false |