CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| r_grass_parallel_load false | developmentonly defensive | Flags and default
| false |
| r_render_world_node_bounds false | cheat | Render world node boundsFlags and default
| false |
| r_lightmap_size 65536 | developmentonly defensive | Maximum lightmap resolution.Flags and default
| 65536 |
| r_lightmap_size_directional_irradiance -1 | developmentonly defensive | Maximum lightmap resolution for directional_irradiance channel. -1 = use value of r_lightmap_sizeFlags and default
| -1 |
| r_lightmap_set lightmaps | cheat | Lightmap set to use, only works on map loadFlags and default
| lightmaps |
| sc_allow_precomputed_vismembers true | developmentonly defensive | Flags and default
| true |
| r_drawworld true | cheat | Render the world.Flags and default
| true |
| r_world_wind_strength 40.0 | developmentonly defensive | Flags and default
| 40.0 |
| r_world_wind_offset_speed 0.3 0.3 0.2 | developmentonly defensive | Flags and default
| 0.3 0.3 0.2 |
| r_world_wind_frequency_grass 0.0 | developmentonly defensive | Flags and default
| 0.0 |
| r_world_wind_frequency_trees 0.0 | developmentonly defensive | Flags and default
| 0.0 |
| r_world_wind_dir 0.7 0.7 0.0 | developmentonly defensive | Flags and default
| 0.7 0.7 0.0 |
| r_world_wind_smooth_time 2.0 | developmentonly defensive | Flags and default
| 2.0 |
| r_world_frame_load_threshold_ms 10.0 | developmentonly defensive | Flags and default
| 10.0 |
| v8_jitless true | developmentonly | Disable runtime allocation of executable memory for V8.Flags and default
| true |
| v8_stack_size 384 | developmentonly | Default size of stack region v8 is allowed to use (in kBytes)Flags and default
| 384 |
| v8_maximum_heap_size_mb 512 | developmentonly | Hard limit for the v8 heap size (in mBytes)Flags and default
| 512 |
| pulse_save_execution_history true | developmentonly gamedll clientdll replicated | Keep a history of all instructions run on a per graph basis.Flags and default
| true |
| pulse_save_execution_history_limit 10000 | developmentonly gamedll clientdll replicated | Keep a history of all instructions run on a per graph basis.Flags and default
| 10000 |
| r_particle_max_detail_level 3 | developmentonly defensive | The maximum detail level of particle to createFlags and default
| 3 |
| particle_debug_creation_filter | developmentonly clientdll hidden replicated defensive | Flags and default
| |
| cl_max_particle_pvs_aabb_edge_length 0.0 | release | Flags and default
| 0.0 |
| r_drawparticles true | cheat | Enable/disable particle renderingFlags and default
| true |
| r_draw_particle_children_with_parents -1 | cheat | Draw particle children with parents (-1=use gameinfo, 0=no, 1=yes)Flags and default
| -1 |
| r_particle_debug_filter | developmentonly defensive | Limit debug visualizations to substring match of effect nameFlags and default
| |
| r_particle_debug_randomseeds false | developmentonly defensive | Use random seeds in debugFlags and default
| false |
| r_particle_fixedrandomseeds false | developmentonly | Use fixed seeds for easier debuggingFlags and default
| false |
| r_particle_max_size_cull 1200.0 | developmentonly defensive | Particle systems larger than this in every dimension skip culling to save CPU. They will be drawn anyway.Flags and default
| 1200.0 |
| r_particle_render_test false | developmentonly defensive | render particles 100 times and show perfFlags and default
| false |
| r_particle_render_refreshes_sleep_timer true | developmentonly | Disable to get a better look at what's happening offscreenFlags and default
| true |
| particles_multiplier 1 | cheat | Multiply # of rendered particles by this for perf testingFlags and default
| 1 |
| r_particle_warn_threshold_ms 0.0 | developmentonly defensive | Threshold to warn about when rendering particles.Flags and default
| 0.0 |
| r_particle_min_timestep 0.0 | developmentonly defensive | A minimum on particle simulation time, particle simulation happening more frequently than this will lerp.Flags and default
| 0.0 |
| r_particle_newinput false | developmentonly | Enable input path in particle opsFlags and default
| false |
| particle_snapshot_allow_combined_models false | developmentonly | Flags and default
| false |
| r_particle_max_draw_distance 1000000.0 | cheat | The maximum distance that particles will renderFlags and default
| 1000000.0 |
| particle_layer_id_whitelist | developmentonly | Flags and default
| |
| cl_particle_batch_mode 1 | developmentonly defensive | Flags and default
| 1 |
| cl_particle_fallback_multiplier 0.0 | developmentonly defensive | Multiplier for falling back to cheaper effects under load.Flags and default
| 0.0 |
| cl_particle_fallback_base 0 | developmentonly defensive | Base for falling back to cheaper effects under load.Flags and default
| 0 |
| cl_particle_retire_cost 0.0 | cheat | Flags and default
| 0.0 |
| cl_particle_simulate true | cheat | Enables/Disables Particle SimulationFlags and default
| true |
| cl_particle_max_count 0 | developmentonly defensive | Flags and default
| 0 |
| cl_aggregate_particles false | developmentonly defensive | Flags and default
| false |
| r_freezeparticles false | cheat | Pause particle simulationFlags and default
| false |
| r_threaded_particles true | developmentonly defensive | Flags and default
| true |
| r_limit_particle_job_duration false | developmentonly defensive | Flags and default
| false |
| r_particle_timescale 1.0 | developmentonly defensive | Flags and default
| 1.0 |
| r_particle_debug_force_simulation 0 | developmentonly defensive | -1 for all asleep, 1 for all awakeFlags and default
| 0 |
| cl_particle_log_creates false | developmentonly defensive | Print debug message every time a particle collection is createdFlags and default
| false |