CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| inferno_flame_spacing 42.0 | gamedll cheat | Minimum distance between separate flame spawnsFlags and default
| 42.0 |
| inferno_flame_lifetime_incendiary 5.5 | gamedll replicated release | Average lifetime of each flame in seconds (incgrenade)Flags and default
| 5.5 |
| inferno_flame_lifetime 7.0 | gamedll replicated release | Average lifetime of each flame in secondsFlags and default
| 7.0 |
| inferno_friendly_fire_duration 6.0 | gamedll cheat | For this long, FF is credited back to the thrower.Flags and default
| 6.0 |
| inferno_debug false | gamedll cheat | Flags and default
| false |
| inferno_damage 40.0 | gamedll cheat | Damage per secondFlags and default
| 40.0 |
| inferno_damage_ct 40.0 | gamedll cheat | Damage per second from CT infernoFlags and default
| 40.0 |
| inferno_max_range 150.0 | gamedll replicated release | Maximum distance flames can spread from their initial ignition pointFlags and default
| 150.0 |
| inferno_max_range_ct 110.0 | gamedll replicated release | Maximum distance flames can spread from their initial ignition point for an incendiaryFlags and default
| 110.0 |
| inferno_velocity_factor 0.0 | gamedll cheat | Flags and default
| 0.0 |
| inferno_velocity_decay_factor 0.2 | gamedll cheat | Flags and default
| 0.2 |
| r_light_flickering_enabled true | developmentonly gamedll clientdll replicated defensive | Flags and default
| true |
| r_mixed_shadows_fade_out_time 0.5 | developmentonly gamedll clientdll replicated defensive | Flags and default
| 0.5 |
| r_mixed_shadows_fade_in_time 0.5 | developmentonly gamedll clientdll replicated defensive | Flags and default
| 0.5 |
| sv_log_change_offsets false | developmentonly gamedll | Log change offsets to game/varchangeinfoN.log files.Flags and default
| false |
| sv_use_pvs_cache false | developmentonly gamedll | Flags and default
| false |
| sv_pvs_cache_query_inflate_amount 0 | developmentonly gamedll | Flags and default
| 0 |
| sv_watchtransmit -2 | gamedll release | Watch NetworkStateChanged info for this entity index.Flags and default
| -2 |
| sv_max_change_offsets 48 | developmentonly gamedll | How many network changes to track before requiring full diff check.Flags and default
| 48 |
| sv_pvs_entity -1 | developmentonly gamedll defensive | If set, only allows this ent index to network (other than players and things that force sending).Flags and default
| -1 |
| sv_pvs_random false | developmentonly gamedll defensive | If set, objects blink in/out of pvs randomly.Flags and default
| false |
| pvs_flowtype 0 | gamedll release | Flow through spawn groups for vis (0 == default, 1 == always visible, 2 == never visible.Flags and default
| 0 |
| pvs_debugentity -1 | gamedll release | Verbose spew for this entity when doing IsInPVS computation.Flags and default
| -1 |
| sv_workshop_allow_other_maps true | gamedll release | When hosting a workshop collection, users can play other workshop map on this server when it is empty and then mapcycle into this server collection.Flags and default
| true |
| tv_allow_camera_man_steamid 0 | gamedll release | Allows tournament production cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the camera man.Flags and default
| 0 |
| tv_allow_camera_man_steamid2 0 | gamedll release | Allows tournament production tv cameraman to run csgo.exe -interactivecaster on SteamID 7650123456XXX and be the tv camera man.Flags and default
| 0 |
| game_type 0 | gamedll clientdll replicated release | The current game type. See GameModes.txt.Flags and default
| 0 |
| game_mode 1 | gamedll clientdll replicated release | The current game mode (based on game type). See GameModes.txt.Flags and default
| 1 |
| sv_prime_accounts_only false | gamedll release | When this setting is enabled only prime users can connect to this game server.Flags and default
| false |
| sv_maxuptimelimit 0.0 | gamedll release | Number of hours to operate before trying sv_shutdown.Flags and default
| 0.0 |
| sv_auto_cstrafe_min_attempts 1 | gamedll release | The minimum number of counter-strafe attempts required for input automation detection. The player must be moving more than 135.2 units/s for their counter-strafe to be considered an attempt. An attempt is either considered a success (counter-strafing took place within a single tick), an overlap (both directions were held for 1+ ticks) or an underlap (neither direction was held for 1+ ticks).Flags and default
| 1 |
| sv_auto_cstrafe_attempt_window 1 | gamedll release | The length of the window of trailing counter-strafe attempts considered during input automation detection.Flags and default
| 1 |
| sv_auto_cstrafe_sequence_length 1 | gamedll release | The length of sequential counter-strafe attempts evaluated relative to the success threshold. Input automation detection considers the best sequence within the larger attempt window.Flags and default
| 1 |
| sv_auto_cstrafe_success_threshold 1 | gamedll release | The minimum number of successful counter-strafes within a best sequence that will trigger input automation detection. The number of successes that trigger input automation detection is interpolated between the success threshold and a 'perfect' sequence (all counter-strafes in a sequence are successes), depending on the player's percentage of overlapping counter-strafe attempts.Flags and default
| 1 |
| sv_auto_cstrafe_lower_overlap_pct_threshold 0.0 | gamedll release | The percentage of overlapping attempts in the attempt window below which input automation detection is triggered at the success threshold.Flags and default
| 0.0 |
| sv_auto_cstrafe_upper_overlap_pct_threshold 0.0 | gamedll release | The percentage of overlapping attempts in the attempt window below which input automation detection is triggered when all counter-strafes in a sequence are successes.Flags and default
| 0.0 |
| sv_auto_cstrafe_logging 0 | gamedll release | 0: never, 1: every time counter-strafe input automation is detected, 2: every counter-strafeFlags and default
| 0 |
| sv_auto_cstrafe_kick false | gamedll release | Whether or not to kick players when counter-strafe input automation is detected.Flags and default
| false |
| radarvismethod 1 | gamedll cheat | 0 for traditional method, 1 for more realistic methodFlags and default
| 1 |
| radarvispow 0.4 | gamedll cheat | the degree to which you can point away from a target, and still see them on radar.Flags and default
| 0.4 |
| radarvisdistance 1000.0 | gamedll cheat | at this distance and beyond you need to be point right at someone to see themFlags and default
| 1000.0 |
| radarvismaxdot 1.0 | gamedll cheat | how closely you have to point at someone to see them beyond max distanceFlags and default
| 1.0 |
| mp_logdetail 0 | gamedll release | Logs attacks. Values are: 0=off, 1=enemy, 2=teammate, 3=both)Flags and default
| 0 |
| mp_logdetail_items false | gamedll release | Logs a line any time a player acquires or loses an item.Flags and default
| false |
| sv_nonemesis true | developmentonly gamedll defensive | Disable nemesis and revenge.Flags and default
| true |
| sv_debugroundstats false | developmentonly gamedll | Flags and default
| false |
| sv_record_item_time_data false | gamedll release | Turn on recording of per player item time data into the server log.Flags and default
| false |
| dev_add_onground_on_spawn false | gamedll release | Should we mess with the ground flag when we spawn? (I don't think we should). If we don't hit the assert in CCSPlayer_MovementServices::ProcessMovement, we should remove this by Dec 2022.Flags and default
| false |
| sv_guardian_min_wave_for_heavy 0 | gamedll release commandline_enforced | Flags and default
| 0 |
| sv_guardian_max_wave_for_heavy 0 | gamedll release commandline_enforced | Flags and default
| 0 |