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CS2 Cvars List

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

CvarDescription
r_grass_parallel_load false
Flags and default
Flags
developmentonly defensive
Default
false
r_render_world_node_bounds falseRender world node bounds
Flags and default
Flags
cheat
Default
false
r_lightmap_size 65536Maximum lightmap resolution.
Flags and default
Flags
developmentonly defensive
Default
65536
r_lightmap_size_directional_irradiance -1Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_size
Flags and default
Flags
developmentonly defensive
Default
-1
r_lightmap_set lightmapsLightmap set to use, only works on map load
Flags and default
Flags
cheat
Default
lightmaps
sc_allow_precomputed_vismembers true
Flags and default
Flags
developmentonly defensive
Default
true
r_drawworld trueRender the world.
Flags and default
Flags
cheat
Default
true
r_world_wind_strength 40.0
Flags and default
Flags
developmentonly defensive
Default
40.0
r_world_wind_offset_speed 0.3 0.3 0.2
Flags and default
Flags
developmentonly defensive
Default
0.3 0.3 0.2
r_world_wind_frequency_grass 0.0
Flags and default
Flags
developmentonly defensive
Default
0.0
r_world_wind_frequency_trees 0.0
Flags and default
Flags
developmentonly defensive
Default
0.0
r_world_wind_dir 0.7 0.7 0.0
Flags and default
Flags
developmentonly defensive
Default
0.7 0.7 0.0
r_world_wind_smooth_time 2.0
Flags and default
Flags
developmentonly defensive
Default
2.0
r_world_frame_load_threshold_ms 10.0
Flags and default
Flags
developmentonly defensive
Default
10.0
v8_jitless trueDisable runtime allocation of executable memory for V8.
Flags and default
Flags
developmentonly
Default
true
v8_stack_size 384Default size of stack region v8 is allowed to use (in kBytes)
Flags and default
Flags
developmentonly
Default
384
v8_maximum_heap_size_mb 512Hard limit for the v8 heap size (in mBytes)
Flags and default
Flags
developmentonly
Default
512
pulse_save_execution_history trueKeep a history of all instructions run on a per graph basis.
Flags and default
Flags
developmentonly gamedll clientdll replicated
Default
true
pulse_save_execution_history_limit 10000Keep a history of all instructions run on a per graph basis.
Flags and default
Flags
developmentonly gamedll clientdll replicated
Default
10000
r_particle_max_detail_level 3The maximum detail level of particle to create
Flags and default
Flags
developmentonly defensive
Default
3
particle_debug_creation_filter
Flags and default
Flags
developmentonly clientdll hidden replicated defensive
Default
—
cl_max_particle_pvs_aabb_edge_length 0.0
Flags and default
Flags
release
Default
0.0
r_drawparticles trueEnable/disable particle rendering
Flags and default
Flags
cheat
Default
true
r_draw_particle_children_with_parents -1Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes)
Flags and default
Flags
cheat
Default
-1
r_particle_debug_filterLimit debug visualizations to substring match of effect name
Flags and default
Flags
developmentonly defensive
Default
—
r_particle_debug_randomseeds falseUse random seeds in debug
Flags and default
Flags
developmentonly defensive
Default
false
r_particle_fixedrandomseeds falseUse fixed seeds for easier debugging
Flags and default
Flags
developmentonly
Default
false
r_particle_max_size_cull 1200.0Particle systems larger than this in every dimension skip culling to save CPU. They will be drawn anyway.
Flags and default
Flags
developmentonly defensive
Default
1200.0
r_particle_render_test falserender particles 100 times and show perf
Flags and default
Flags
developmentonly defensive
Default
false
r_particle_render_refreshes_sleep_timer trueDisable to get a better look at what's happening offscreen
Flags and default
Flags
developmentonly
Default
true
particles_multiplier 1Multiply # of rendered particles by this for perf testing
Flags and default
Flags
cheat
Default
1
r_particle_warn_threshold_ms 0.0Threshold to warn about when rendering particles.
Flags and default
Flags
developmentonly defensive
Default
0.0
r_particle_min_timestep 0.0A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.
Flags and default
Flags
developmentonly defensive
Default
0.0
r_particle_newinput falseEnable input path in particle ops
Flags and default
Flags
developmentonly
Default
false
particle_snapshot_allow_combined_models false
Flags and default
Flags
developmentonly
Default
false
r_particle_max_draw_distance 1000000.0The maximum distance that particles will render
Flags and default
Flags
cheat
Default
1000000.0
particle_layer_id_whitelist
Flags and default
Flags
developmentonly
Default
—
cl_particle_batch_mode 1
Flags and default
Flags
developmentonly defensive
Default
1
cl_particle_fallback_multiplier 0.0Multiplier for falling back to cheaper effects under load.
Flags and default
Flags
developmentonly defensive
Default
0.0
cl_particle_fallback_base 0Base for falling back to cheaper effects under load.
Flags and default
Flags
developmentonly defensive
Default
0
cl_particle_retire_cost 0.0
Flags and default
Flags
cheat
Default
0.0
cl_particle_simulate trueEnables/Disables Particle Simulation
Flags and default
Flags
cheat
Default
true
cl_particle_max_count 0
Flags and default
Flags
developmentonly defensive
Default
0
cl_aggregate_particles false
Flags and default
Flags
developmentonly defensive
Default
false
r_freezeparticles falsePause particle simulation
Flags and default
Flags
cheat
Default
false
r_threaded_particles true
Flags and default
Flags
developmentonly defensive
Default
true
r_limit_particle_job_duration false
Flags and default
Flags
developmentonly defensive
Default
false
r_particle_timescale 1.0
Flags and default
Flags
developmentonly defensive
Default
1.0
r_particle_debug_force_simulation 0-1 for all asleep, 1 for all awake
Flags and default
Flags
developmentonly defensive
Default
0
cl_particle_log_creates falsePrint debug message every time a particle collection is created
Flags and default
Flags
developmentonly defensive
Default
false
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