CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| sc_show_texture_visualizer false | developmentonly cheat menubar_item | SceneSystem/Texture VisualizerFlags and default
| false |
| sc_draw_aggregate_meshes true | developmentonly menubar_item | SceneSystem/Aggregates/Draw AggregatesFlags and default
| true |
| sc_aggregate_gpu_culling true | developmentonly defensive | Toggles GPU culling of aggregate meshesFlags and default
| true |
| sc_aggregate_gpu_occlusion_culling true | developmentonly defensive | Flags and default
| true |
| sc_aggregate_gpu_vis_culling true | developmentonly defensive | Flags and default
| true |
| sc_aggregate_gpu_culling_show_culled false | developmentonly menubar_item | SceneSystem/Aggregates/Show GPU Culled MeshesFlags and default
| false |
| sc_aggregate_gpu_culling_conservative_bounds false | developmentonly | Flags and default
| false |
| sc_aggregate_show_outside_vis false | developmentonly | Flags and default
| false |
| sc_aggregate_fragment_merging true | developmentonly | Flags and default
| true |
| sc_aggregate_indirect_draw_compaction true | release | Use multidrawindirect...count if the driver/hardware supports itFlags and default
| true |
| sc_aggregate_indirect_draw_compaction_threshold 8 | release | Threshold of indirect draws when we will do compactionFlags and default
| 8 |
| sc_aggregate_debug_draw_meshlets false | developmentonly menubar_item | SceneSystem/Aggregates/Visualize MeshletsFlags and default
| false |
| sc_aggregate_material_solo | developmentonly cheat | Flags and default
| |
| r_aoproxy_min_dist 3.0 | developmentonly defensive | Flags and default
| 3.0 |
| r_aoproxy_min_dist_box 1.0 | developmentonly defensive | Flags and default
| 1.0 |
| r_aoproxy_cull_dist 12.0 | developmentonly defensive | Distance to cull the AO proxy as a factor of sizeFlags and default
| 12.0 |
| r_morphing_enabled true | cheat | Flags and default
| true |
| r_skinning_enabled true | cheat | Flags and default
| true |
| sc_clutter_draw true | developmentonly menubar_item | SceneSystem/Aggregates/Draw AggregatesFlags and default
| true |
| sc_clutter_density_full_size 0.1 | developmentonly defensive | Screen-size where clutter will be full densityFlags and default
| 0.1 |
| sc_clutter_density_none_size 0.0 | developmentonly defensive | Screen-size where clutter will be goneFlags and default
| 0.0 |
| sc_instanced_mesh_enable true | developmentonly cheat | Toggles rendering instanced meshesFlags and default
| true |
| sc_instanced_mesh_gpu_culling true | developmentonly defensive | Toggles GPU culling of instanced meshesFlags and default
| true |
| sc_instanced_mesh_gpu_occlusion_culling true | developmentonly defensive | Toggles GPU occlusion of instanced meshesFlags and default
| true |
| sc_instanced_mesh_gpu_vis_culling true | developmentonly defensive | Toggles GPU vis of instanced meshesFlags and default
| true |
| sc_instanced_mesh_motion_vectors true | developmentonly defensive | Toggles motion vector support for instanced meshesFlags and default
| true |
| sc_instanced_mesh_lod_bias 1.3 | developmentonly defensive | Bias for LOD selection of instanced meshesFlags and default
| 1.3 |
| sc_instanced_mesh_lod_bias_shadow 1.8 | developmentonly defensive | Bias for LOD selection of instanced meshes in shadowmapsFlags and default
| 1.8 |
| sc_instanced_mesh_size_cull_bias 1.5 | developmentonly defensive | Bias for size culling of instanced meshesFlags and default
| 1.5 |
| sc_instanced_mesh_size_cull_bias_shadow 2.0 | developmentonly defensive | Bias for size culling instanced meshes in shadowmapsFlags and default
| 2.0 |
| sc_instanced_mesh_solo | developmentonly cheat | Flags and default
| |
| sc_instanced_material_solo | developmentonly cheat | Flags and default
| |
| sc_allow_dynamic_constant_batching true | developmentonly defensive | Flags and default
| true |
| sc_visualize_sceneobjects 0 | developmentonly defensive | 1 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 4 = bounds group, 5 = LOD, 6 == LPV Binding, 7 == instancingFlags and default
| 0 |
| sc_visualize_batches 0 | developmentonly defensive | color per batchFlags and default
| 0 |
| sc_mesh_backface_culling true | developmentonly defensive | Flags and default
| true |
| sc_allow_write_depth_before_blend true | developmentonly defensive | Flags and default
| true |
| sc_force_materials_batchable false | cheat | Flags and default
| false |
| sc_disable_world_materials false | cheat | Flags and default
| false |
| fog_override 0 | clientdll cheat | Overrides the map's fog settings (-1 populates fog_ vars with map's values)Flags and default
| 0 |
| fog_color -1.0 -1.0 -1.0 | clientdll cheat | Flags and default
| -1.0 -1.0 -1.0 |
| fog_hdrcolorscale -1.0 | clientdll cheat | Flags and default
| -1.0 |
| r_light_probe_volume_debug_colors 0 | cheat | Flags and default
| 0 |
| r_cubemap_debug_colors 0 | cheat | Flags and default
| 0 |
| r_light_probe_volume_debug_grid false | cheat | Show LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: allFlags and default
| false |
| r_light_probe_volume_debug_grid_bbox true | cheat | Show LPV bounding box when debug grid is on, 0: off, 1: onFlags and default
| true |
| sc_cache_envmap_lpv_lookup true | developmentonly defensive | Flags and default
| true |
| lb_enable_lights true | developmentonly cheat menubar_item | SceneSystem/LightBinner/Enable LightsFlags and default
| true |
| lb_enable_envmaps true | developmentonly cheat menubar_item | SceneSystem/LightBinner/Enable EnvMapsFlags and default
| true |
| lb_use_illumination_silhouette true | developmentonly cheat menubar_item | SceneSystem/LightBinner/Use Illumination BoundsFlags and default
| true |