CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| snd_mute_losefocus true | archive missing1 | Flags and default
| true |
| voice_threshold_attack 0.3 | developmentonly | Amount of time we buffer outgoing audio to detect an onset.Flags and default
| 0.3 |
| voice_threshold_delay 0.7 | developmentonly | Amount of time the talker is silent before we infer that they are no longer talking.Flags and default
| 0.7 |
| voice_threshold_hold 0.2 | developmentonly | Amount of time after the talker starts talking we should keep listening regardless of how loud they are speaking.Flags and default
| 0.2 |
| voice_threshold_ramp_min_db -60.0 | developmentonly | A 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
| -60.0 |
| voice_threshold -120.0 | clientdll archive | decibel threshold for how loud the talker's input signal is before we think they are talking.Flags and default
| -120.0 |
| reset_voice_on_input_stallout false | userinfo | If true, resets the input device when there was a long enough hitch between callbacks.Flags and default
| false |
| voice_input_stallout 2.0 | userinfo | Time before we consider a mic stalled out and need to reset it.Flags and default
| 2.0 |
| voice_in_process true | developmentonly defensive | Flags and default
| true |
| voice_noise_supression false | developmentonly defensive | Flags and default
| false |
| sv_connectionless_legacy_events_allowed false | developmentonly | Flags and default
| false |
| sv_mmqueue_reservation | developmentonly dontrecord | Server queue reservationFlags and default
| |
| sv_mmqueue_reservation_timeout 21 | developmentonly | Time in seconds before mmqueue reservation expires.Flags and default
| 21 |
| sv_mmqueue_reservation_extended_timeout 21 | developmentonly | Extended time in seconds before mmqueue reservation expires.Flags and default
| 21 |
| spawngroup_ignore_timeouts false | developmentonly defensive | Flags and default
| false |
| sv_snapshot_unlimited false | replicated release | For 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
| false |
| sv_timeout 20.0 | developmentonly defensive | After this many seconds without a message from fully connected client, the client is droppedFlags and default
| 20.0 |
| spec_replay_enable 0 | replicated release commandline_enforced | Enable Killer Replay, requires hltv server running (0:off, 1:default, 2:force)Flags and default
| 0 |
| spec_replay_message_time 9.5 | replicated release | How 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_timeFlags and default
| 9.5 |
| spec_replay_rate_limit 3.0 | replicated release | Minimum allowable pause between replay requests in secondsFlags and default
| 3.0 |
| spec_replay_on_death false | replicated release | When > 0, sets the mode whereas players see delayed replay, and are segregated into a domain of chat and voice separate from the alive playersFlags and default
| false |
| replay_debug 0 | replicated release | Flags and default
| 0 |
| sv_max_unreliable_delta_size 4096 | developmentonly defensive | Maximum allowable entity delta size over unreliable delivery.Flags and default
| 4096 |
| sv_disable_reliable_delta_retransmit true | developmentonly defensive | Assume that a reliable entity delta will be ack'ed and send future deltas relative to the last reliable delta.Flags and default
| true |
| sv_maxclientframes 128 | developmentonly defensive | Flags and default
| 128 |
| sv_extra_client_connect_time 15.0 | developmentonly defensive | Seconds after client connect during which extra frames are buffered to prevent non-delta'd updateFlags and default
| 15.0 |
| sv_maxreplay 0.0 | developmentonly defensive | Maximum replay time in secondsFlags and default
| 0.0 |
| sv_stressbots false | release | If set to 1, the server calculates data and fills packets to bots. Used for perf testing.Flags and default
| false |
| sv_sendtables 1 | developmentonly | Force full sendtable sending path.Flags and default
| 1 |
| ss_voice_hearpartner false | developmentonly defensive | Route voice between splitscreen players on same system.Flags and default
| false |
| spec_replay_fullframe true | developmentonly defensive | Send full frame on every hltv replay transitionFlags and default
| true |
| net_async_clientconnect true | developmentonly defensive | Enable async client connect optimizationFlags and default
| true |
| sv_steamauth_enforce 2 | release | By 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
| 2 |
| sv_deltaticks_enforce 2 | release | By 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
| 2 |
| sv_deltaticks_log 2 | release | Whether 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
| 2 |
| sv_recvbuf_messages 1024 | developmentonly defensive | Max number of messages that can be queued in a netchan receive buffer for an ordinary connection from a client.Flags and default
| 1024 |
| sv_merge_changes_after_tick_with_calcdelta 1 | release | This 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
| 1 |
| sv_dev_entitydeltapadding_min_size 0 | developmentonly defensive | When 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_maxFlags and default
| 0 |
| sv_dev_entitydeltapadding_extra_min 0 | developmentonly defensive | When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.Flags and default
| 0 |
| sv_dev_entitydeltapadding_extra_max 0 | developmentonly defensive | When encoding entity deltas, append on a random number of extra bytes. This happens after sv_dev_entitydeltapadding_min_size.Flags and default
| 0 |
| sv_enable_donttransmit true | developmentonly | When 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
| true |
| sv_ents_write_alarm 0.0 | release | Print callstack every time CNetworkGameServerBase::WriteEntityUpdate takes more than this amount of millisecondsFlags and default
| 0.0 |
| sv_filterban 1 | developmentonly defensive | Set packet filtering by IP modeFlags and default
| 1 |
| sv_banid_enabled true | release | Whether server supports banid commandFlags and default
| true |
| sv_banid_dev_enabled false | developmentonly defensive | Flags and default
| false |
| sv_max_queries_sec 3.0 | release | Maximum queries per second to respond to from a single IP address.Flags and default
| 3.0 |
| sv_max_queries_window 30.0 | release | Window over which to average queries per second averages.Flags and default
| 30.0 |
| sv_max_queries_sec_global 60.0 | release | Maximum queries per second to respond to from anywhere.Flags and default
| 60.0 |
| sv_logblocks false | release | If true when log when a query is blocked (can cause very large log files)Flags and default
| false |
| sv_logsdir logs | archive release | Folder in the game directory where server logs will be stored.Flags and default
| logs |