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CS2 Cvars List

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

CvarDescription
snd_mute_losefocus true
Flags and default
Flags
archive missing1
Default
true
voice_threshold_attack 0.3Amount of time we buffer outgoing audio to detect an onset.
Flags and default
Flags
developmentonly
Default
0.3
voice_threshold_delay 0.7Amount of time the talker is silent before we infer that they are no longer talking.
Flags and default
Flags
developmentonly
Default
0.7
voice_threshold_hold 0.2Amount of time after the talker starts talking we should keep listening regardless of how loud they are speaking.
Flags and default
Flags
developmentonly
Default
0.2
voice_threshold_ramp_min_db -60.0A dB floor of when to stop transmitting packets, the volume between this and voice_threshold will still transmit packets to allow for volume ramping.
Flags and default
Flags
developmentonly
Default
-60.0
voice_threshold -120.0decibel threshold for how loud the talker's input signal is before we think they are talking.
Flags and default
Flags
clientdll archive
Default
-120.0
reset_voice_on_input_stallout falseIf true, resets the input device when there was a long enough hitch between callbacks.
Flags and default
Flags
userinfo
Default
false
voice_input_stallout 2.0Time before we consider a mic stalled out and need to reset it.
Flags and default
Flags
userinfo
Default
2.0
voice_in_process true
Flags and default
Flags
developmentonly defensive
Default
true
voice_noise_supression false
Flags and default
Flags
developmentonly defensive
Default
false
sv_connectionless_legacy_events_allowed false
Flags and default
Flags
developmentonly
Default
false
sv_mmqueue_reservationServer queue reservation
Flags and default
Flags
developmentonly dontrecord
Default
—
sv_mmqueue_reservation_timeout 21Time in seconds before mmqueue reservation expires.
Flags and default
Flags
developmentonly
Default
21
sv_mmqueue_reservation_extended_timeout 21Extended time in seconds before mmqueue reservation expires.
Flags and default
Flags
developmentonly
Default
21
spawngroup_ignore_timeouts false
Flags and default
Flags
developmentonly defensive
Default
false
sv_snapshot_unlimited falseFor debugging, don't throw away old snapshots so that if you break in debugger (on remote client or server) it won't require an uncompressed update to resume. You may run out of memory of course...
Flags and default
Flags
replicated release
Default
false
sv_timeout 20.0After this many seconds without a message from fully connected client, the client is dropped
Flags and default
Flags
developmentonly defensive
Default
20.0
spec_replay_enable 0Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)
Flags and default
Flags
replicated release commandline_enforced
Default
0
spec_replay_message_time 9.5How long to show the message about Killer Replay after death. The best setting is a bit shorter than spec_replay_autostart_delay + spec_replay_leadup_time + spec_replay_winddown_time
Flags and default
Flags
replicated release
Default
9.5
spec_replay_rate_limit 3.0Minimum allowable pause between replay requests in seconds
Flags and default
Flags
replicated release
Default
3.0
spec_replay_on_death falseWhen > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive players
Flags and default
Flags
replicated release
Default
false
replay_debug 0
Flags and default
Flags
replicated release
Default
0
sv_max_unreliable_delta_size 4096Maximum allowable entity delta size over unreliable delivery.
Flags and default
Flags
developmentonly defensive
Default
4096
sv_disable_reliable_delta_retransmit trueAssume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.
Flags and default
Flags
developmentonly defensive
Default
true
sv_maxclientframes 128
Flags and default
Flags
developmentonly defensive
Default
128
sv_extra_client_connect_time 15.0Seconds after client connect during which extra frames are buffered to prevent non-delta'd update
Flags and default
Flags
developmentonly defensive
Default
15.0
sv_maxreplay 0.0Maximum replay time in seconds
Flags and default
Flags
developmentonly defensive
Default
0.0
sv_stressbots falseIf set to 1, the server calculates data and fills packets to bots. Used for perf testing.
Flags and default
Flags
release
Default
false
sv_sendtables 1Force full sendtable sending path.
Flags and default
Flags
developmentonly
Default
1
ss_voice_hearpartner falseRoute voice between splitscreen players on same system.
Flags and default
Flags
developmentonly defensive
Default
false
spec_replay_fullframe trueSend full frame on every hltv replay transition
Flags and default
Flags
developmentonly defensive
Default
true
net_async_clientconnect trueEnable async client connect optimization
Flags and default
Flags
developmentonly defensive
Default
true
sv_steamauth_enforce 2By default, player must maintain a reliable connection to Steam servers. When player Steam session drops, enforce it: 2 = instantly kick, 1 = kick at next spawn, 0 = do not kick.
Flags and default
Flags
release
Default
2
sv_deltaticks_enforce 2By default, player must ack delta ticks in order. How to enforce it: 2 = kick all clients, 1 = kick only TV clients, 0 = do not kick.
Flags and default
Flags
release
Default
2
sv_deltaticks_log 2Whether diagnostic logging is enabled when clients ack delta ticks out of order. Policy: 2 = log all out of order acks, 1 = log only when disconnect is triggered, 0 = do not log.
Flags and default
Flags
release
Default
2
sv_recvbuf_messages 1024Max number of messages that can be queued in a netchan receive buffer for an ordinary connection from a client.
Flags and default
Flags
developmentonly defensive
Default
1024
sv_merge_changes_after_tick_with_calcdelta 1This fixes bugs where pure calcdelta is used due to recipient changing but it doesn't pick up a field change where the value was changed back to same value as the from snapshot even though the destination fields change list does note the change. Set to 2 to spew any changes merged in by this fix.
Flags and default
Flags
release
Default
1
sv_dev_entitydeltapadding_min_size 0When encoding entity deltas, if the delta size is < N bytes, then shove in N dummy bytes. This happens before sv_dev_entitydeltapadding_extra_min/sv_dev_entitydeltapadding_extra_max
Flags and default
Flags
developmentonly defensive
Default
0
sv_dev_entitydeltapadding_extra_min 0When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.
Flags and default
Flags
developmentonly defensive
Default
0
sv_dev_entitydeltapadding_extra_max 0When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.
Flags and default
Flags
developmentonly defensive
Default
0
sv_enable_donttransmit trueWhen encoding entity deltas, instead of unreliably deducing explicit deletions, actually send list of existing but not networked entities (dont_transmit list) to each client.
Flags and default
Flags
developmentonly
Default
true
sv_ents_write_alarm 0.0Print callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of milliseconds
Flags and default
Flags
release
Default
0.0
sv_filterban 1Set packet filtering by IP mode
Flags and default
Flags
developmentonly defensive
Default
1
sv_banid_enabled trueWhether server supports banid command
Flags and default
Flags
release
Default
true
sv_banid_dev_enabled false
Flags and default
Flags
developmentonly defensive
Default
false
sv_max_queries_sec 3.0Maximum queries per second to respond to from a single IP address.
Flags and default
Flags
release
Default
3.0
sv_max_queries_window 30.0Window over which to average queries per second averages.
Flags and default
Flags
release
Default
30.0
sv_max_queries_sec_global 60.0Maximum queries per second to respond to from anywhere.
Flags and default
Flags
release
Default
60.0
sv_logblocks falseIf true when log when a query is blocked (can cause very large log files)
Flags and default
Flags
release
Default
false
sv_logsdir logsFolder in the game directory where server logs will be stored.
Flags and default
Flags
archive release
Default
logs
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