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CS2 Cvars List

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

CvarDescription
sc_show_texture_visualizer falseSceneSystem/Texture Visualizer
Flags and default
Flags
developmentonly cheat menubar_item
Default
false
sc_draw_aggregate_meshes trueSceneSystem/Aggregates/Draw Aggregates
Flags and default
Flags
developmentonly menubar_item
Default
true
sc_aggregate_gpu_culling trueToggles GPU culling of aggregate meshes
Flags and default
Flags
developmentonly defensive
Default
true
sc_aggregate_gpu_occlusion_culling true
Flags and default
Flags
developmentonly defensive
Default
true
sc_aggregate_gpu_vis_culling true
Flags and default
Flags
developmentonly defensive
Default
true
sc_aggregate_gpu_culling_show_culled falseSceneSystem/Aggregates/Show GPU Culled Meshes
Flags and default
Flags
developmentonly menubar_item
Default
false
sc_aggregate_gpu_culling_conservative_bounds false
Flags and default
Flags
developmentonly
Default
false
sc_aggregate_show_outside_vis false
Flags and default
Flags
developmentonly
Default
false
sc_aggregate_fragment_merging true
Flags and default
Flags
developmentonly
Default
true
sc_aggregate_indirect_draw_compaction trueUse multidrawindirect...count if the driver/hardware supports it
Flags and default
Flags
release
Default
true
sc_aggregate_indirect_draw_compaction_threshold 8Threshold of indirect draws when we will do compaction
Flags and default
Flags
release
Default
8
sc_aggregate_debug_draw_meshlets falseSceneSystem/Aggregates/Visualize Meshlets
Flags and default
Flags
developmentonly menubar_item
Default
false
sc_aggregate_material_solo
Flags and default
Flags
developmentonly cheat
Default
—
r_aoproxy_min_dist 3.0
Flags and default
Flags
developmentonly defensive
Default
3.0
r_aoproxy_min_dist_box 1.0
Flags and default
Flags
developmentonly defensive
Default
1.0
r_aoproxy_cull_dist 12.0Distance to cull the AO proxy as a factor of size
Flags and default
Flags
developmentonly defensive
Default
12.0
r_morphing_enabled true
Flags and default
Flags
cheat
Default
true
r_skinning_enabled true
Flags and default
Flags
cheat
Default
true
sc_clutter_draw trueSceneSystem/Aggregates/Draw Aggregates
Flags and default
Flags
developmentonly menubar_item
Default
true
sc_clutter_density_full_size 0.1Screen-size where clutter will be full density
Flags and default
Flags
developmentonly defensive
Default
0.1
sc_clutter_density_none_size 0.0Screen-size where clutter will be gone
Flags and default
Flags
developmentonly defensive
Default
0.0
sc_instanced_mesh_enable trueToggles rendering instanced meshes
Flags and default
Flags
developmentonly cheat
Default
true
sc_instanced_mesh_gpu_culling trueToggles GPU culling of instanced meshes
Flags and default
Flags
developmentonly defensive
Default
true
sc_instanced_mesh_gpu_occlusion_culling trueToggles GPU occlusion of instanced meshes
Flags and default
Flags
developmentonly defensive
Default
true
sc_instanced_mesh_gpu_vis_culling trueToggles GPU vis of instanced meshes
Flags and default
Flags
developmentonly defensive
Default
true
sc_instanced_mesh_motion_vectors trueToggles motion vector support for instanced meshes
Flags and default
Flags
developmentonly defensive
Default
true
sc_instanced_mesh_lod_bias 1.3Bias for LOD selection of instanced meshes
Flags and default
Flags
developmentonly defensive
Default
1.3
sc_instanced_mesh_lod_bias_shadow 1.8Bias for LOD selection of instanced meshes in shadowmaps
Flags and default
Flags
developmentonly defensive
Default
1.8
sc_instanced_mesh_size_cull_bias 1.5Bias for size culling of instanced meshes
Flags and default
Flags
developmentonly defensive
Default
1.5
sc_instanced_mesh_size_cull_bias_shadow 2.0Bias for size culling instanced meshes in shadowmaps
Flags and default
Flags
developmentonly defensive
Default
2.0
sc_instanced_mesh_solo
Flags and default
Flags
developmentonly cheat
Default
—
sc_instanced_material_solo
Flags and default
Flags
developmentonly cheat
Default
—
sc_allow_dynamic_constant_batching true
Flags and default
Flags
developmentonly defensive
Default
true
sc_visualize_sceneobjects 01 = visualize bounds, 2 = visualize sceneobject mesh materials, 3 = required texture size, 4 = bounds group, 5 = LOD, 6 == LPV Binding, 7 == instancing
Flags and default
Flags
developmentonly defensive
Default
0
sc_visualize_batches 0color per batch
Flags and default
Flags
developmentonly defensive
Default
0
sc_mesh_backface_culling true
Flags and default
Flags
developmentonly defensive
Default
true
sc_allow_write_depth_before_blend true
Flags and default
Flags
developmentonly defensive
Default
true
sc_force_materials_batchable false
Flags and default
Flags
cheat
Default
false
sc_disable_world_materials false
Flags and default
Flags
cheat
Default
false
fog_override 0Overrides the map's fog settings (-1 populates fog_ vars with map's values)
Flags and default
Flags
clientdll cheat
Default
0
fog_color -1.0 -1.0 -1.0
Flags and default
Flags
clientdll cheat
Default
-1.0 -1.0 -1.0
fog_hdrcolorscale -1.0
Flags and default
Flags
clientdll cheat
Default
-1.0
r_light_probe_volume_debug_colors 0
Flags and default
Flags
cheat
Default
0
r_cubemap_debug_colors 0
Flags and default
Flags
cheat
Default
0
r_light_probe_volume_debug_grid falseShow LPV debug grid, 0: off, 1: closest only 2: closest and keep 3: all
Flags and default
Flags
cheat
Default
false
r_light_probe_volume_debug_grid_bbox trueShow LPV bounding box when debug grid is on, 0: off, 1: on
Flags and default
Flags
cheat
Default
true
sc_cache_envmap_lpv_lookup true
Flags and default
Flags
developmentonly defensive
Default
true
lb_enable_lights trueSceneSystem/LightBinner/Enable Lights
Flags and default
Flags
developmentonly cheat menubar_item
Default
true
lb_enable_envmaps trueSceneSystem/LightBinner/Enable EnvMaps
Flags and default
Flags
developmentonly cheat menubar_item
Default
true
lb_use_illumination_silhouette trueSceneSystem/LightBinner/Use Illumination Bounds
Flags and default
Flags
developmentonly cheat menubar_item
Default
true
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