CONSOLEPREFIXE

Console Commands and Variables with Prefix E_



Possible Flags: READONLY, DEPRECATED, DUMPTODISK, REQUIRE_LEVEL_RELOAD, REQUIRE_APP_RESTART, RESTRICTEDMODE

Alphabetically Sorted

Console Variables and Commands

    e_3dEngineLogAlways

      
      Set maximum verbosity to 3dengine.dll log messages
      

    e_3dEngineTempPoolSize

      
      pool size for temporary allocations in kb, requires app restart
      

    e_AutoPrecacheCameraJumpDist

      
      When not 0 - Force full pre-cache of textures, procedural vegetation and shaders
      if camera moved for more than X meters in one frame or on new cut scene start
      

    e_AutoPrecacheCgf

      
      Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)
      

    e_AutoPrecacheCgfMaxTasks

      
      Maximum number of parallel streaming tasks during pre-caching
      

    e_AutoPrecacheTerrainAndProcVeget

      
      Force auto pre-cache of terrain textures and procedural vegetation
      

    e_AutoPrecacheTexturesAndShaders

      
      Force auto pre-cache of general textures and shaders
      

    e_BBoxes

      
      Activates drawing of bounding boxes
      

    e_Brushes

      
      Draw brushes
      

    e_BrushUseTerrainColor

      
      Allow blend with terrain color for brushes
      

    e_CacheNearestCubePicking

      
      Enable caching nearest cube maps probe picking for alpha blended geometry
      

    e_CameraFreeze

      
      Freeze 3dengine camera (good to debug object culling and LOD).
      The view frustum is drawn in write frame.
       0 = off
       1 = activated
      

    e_CameraGoto

      
      Move cameras to a certain pos/angle
      

    e_CameraRotationSpeed

      
      Rotate camera around Z axis for debugging
      

    e_CGFMaxFileSize

      
      will refuse to load any cgf larger than the given filesize (in kb)
      -1 - 1024 (<0 off (default), >0 filesize limit)
      

    e_CharLodMin

      
      Min LOD for character objects
      

    e_CheckOcclusion

      
      Perform a visible check in check occlusion job
      

    e_CheckOcclusionOutputQueueSize

      
      Size of queue for data send from check occlusion job
      

    e_CheckOcclusionQueueSize

      
      Size of queue for data send to check occlusion job
      

    e_CheckOctreeObjectsBoxSize

      
      CryWarning for crazy sized COctreeNode m_objectsBoxes
      

    e_CheckOctreeVisibility

      
      Test COctreeNode visibility
      

    e_Clouds

      
      Enable clouds rendering
      

    e_CoverageBuffer

      
      Activates usage of software coverage buffer.
      1 - camera culling only
      2 - camera culling and light-to-object check
      

    e_CoverageBufferAABBExpand

      
      expanding the AABB's of the objects to test to avoid z-fighting issues in the Coverage buffer
      

    e_CoverageBufferAccurateOBBTest

      
      Checking of OBB boxes instead of AABB or bounding rects
      

    e_CoverageBufferBias

      
      Coverage buffer z-biasing
      

    e_CoverageBufferCullIndividualBrushesMaxNodeSize

      
      128 - cull only nodes of scene tree and very big brushes
      0 - cull all brushes individually
      

    e_CoverageBufferDebug

      
      Display content of main camera coverage buffer
      

    e_CoverageBufferDebugDrawScale

      
      Debug
      

    e_CoverageBufferDebugFreeze

      
      Freezes view matrix/-frustum 
      

    e_CoverageBufferDrawOccluders

      
      Debug draw of occluders for coverage buffer
      

    e_CoverageBufferEarlyOut

      
      preempting occluder rasterization to avoid stalling in the main thread if rendering is faster
      

    e_CoverageBufferLightsDebugSide

      
      Debug
      

    e_CoverageBufferMaxAddRenderMeshTime

      
      Max time for unlimited AddRenderMesh
      

    e_CoverageBufferOccludersLodRatio

      
      Debug
      

    e_CoverageBufferOccludersTestMinTrisNum

      
      Debug
      

    e_CoverageBufferOccludersViewDistRatio

      
      Debug
      

    e_CoverageBufferRastPolyLimit

      
      maximum amount of polys to rasterize cap, 0 means no limit
      default is 100000
      

    e_CoverageBufferReproj

      
      Use re-projection technique on CBuffer, 1 simple reproject, 2 additional hole filling, 4 using ocm mesh for occlusion checking
      

    e_CoverageBufferResolution

      
      Resolution of software coverage buffer
      

    e_CoverageBufferRotationSafeCheck

      
      Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object
      

    e_CoverageBufferShowOccluder

      
      1 show only meshes used as occluder, 2 show only meshes not used as occluder
      

    e_CoverageBufferTerrain

      
      Activates usage of coverage buffer for terrain
      

    e_CoverageBufferTerrainExpand

      
      expanding the AABB Z axis of terrain to avoid flat terrain flickering
      

    e_CoverageBufferTerrainLodShift

      
      Controls tessellation of terrain mesh
      

    e_CoverageBufferTestMode

      
      Debug
      

    e_CoverageBufferTolerance

      
      amount of visible pixel that will still identify the object as covered
      

    e_CoverageBufferTreeDebug

      
      Debug
      

    e_CoverageBufferVersion

      
      1 Vladimir's, 2MichaelK's
      

    e_CoverCgfDebug

      
      Shows the cover setups on cfg files
      

    e_CullerThread

      
      The hw thread number on XENON that the culler will run on, only read at startup
      

    e_CullVegActivation

      
      Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
      

    e_DebugDraw

      
      Draw helpers with information for each object (same number negative hides the text)
       1: Name of the used cgf, polycount, used LOD
       2: Color coded polygon count
       3: Show color coded LODs count, flashing color indicates no Lod
       4: Display object texture memory usage
       5: Display color coded number of render materials
       6: Display ambient color
       7: Display tri count, number of render materials, texture memory
       8: Free slot
       9: Free slot
      10: Render geometry with simple lines and triangles
      11: Free slot
      12: Free slot
      13: Display occlusion amount (used during AO computations). Warning: can take a long time to calculate, depending on level size! 
      15: Display helpers
      16: Display debug gun
      17: Streaming info (buffer sizes)
      18: Free slot
      19: Physics proxy triangle count
      20: Display object instant texture memory usage
      21: Display animated object distance to camera
      22: Display object's current LOD vertex count
      23: Display shadow casters in red
      

    e_DebugDrawShowOnlyCompound

      
      e_DebugDraw shows only Compound (less efficient) static meshes
      

    e_DebugDrawShowOnlyLod

      
      e_DebugDraw shows only objects showing lod X
      

    e_DebugGeomPrep

      
      enable logging of Geom preparation
      

    e_DebugLights

      
      Use different colors for objects affected by different number of lights
      black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled
      Obsolete for deferred lights. Use r_DeferredShadingDebug.
      

    e_Decals

      
      Activates drawing of decals (game decals and hand-placed)
      

    e_DecalsAllowGameDecals

      
      Allows creation of decals by game (like weapon bullets marks)
      

    e_DecalsClip

      
      Clip decal geometry by decal bbox
      

    e_DecalsDefferedDynamic

      
      1 - make all game play decals deferred, 2 - make all game play decals non deferred
      

    e_DecalsDefferedDynamicDepthScale

      
      Scale decal projection depth
      

    e_DecalsDefferedDynamicMinSize

      
      Convert only dynamic decals bigger than X into deferred
      

    e_DecalsDefferedStatic

      
      1 - switch all non-planar decals placed by level designer to deferred
      

    e_DecalsForceDeferred

      
      1 - force to convert all decals to use deferred ones
      

    e_DecalsHitCache

      
      Use smart hit caching for bullet hits (may cause no decals in some cases)
      

    e_DecalsLifeTimeScale

      
      Allows to increase or reduce decals life time for different specs
      

    e_DecalsMaxTrisInObject

      
      Do not create decals on objects having more than X triangles
      

    e_DecalsMaxUpdatesPerFrame

      
      Maximum number of static decal render mesh updates per frame
      

    e_DecalsMaxValidFrames

      
      Number of frames after which not visible static decals are removed
      

    e_DecalsMerge

      
      Combine pieces of decals into one render call
      

    e_DecalsNeighborMaxLifeTime

      
      If not zero - new decals will force old decals to fade in X seconds
      

    e_DecalsOverlapping

      
      If zero - new decals will not be spawned if the distance to nearest decals less than X
      

    e_DecalsPlacementTestAreaSize

      
      Avoid spawning decals on the corners or edges of entity geometry
      

    e_DecalsPlacementTestMinDepth

      
      Avoid spawning decals on the corners or edges of entity geometry
      

    e_DecalsPreCreate

      
      Pre-create decals at load time
      

    e_DecalsRange

      
      Less precision for decals outside this range
      

    e_DecalsScissor

      
      Enable decal rendering optimization by using scissor
      

    e_DefaultMaterial

      
      use gray illumination as default
      

    e_DeferredPhysicsEvents

      
      Enable to Perform some physics events deferred as a task/spu job
      

    e_DeformableObjects

      
      Enable / Disable morph based deformable objects
      

    e_DisplayMemoryUsageIcon

      
      Turns On/Off the memory usage icon rendering: 1 on, 0 off.
      

    e_Dissolve

      
      Objects alphatest_noise_fading out on distance and between lods
      

    e_DissolveDistband

      
      Over how many metres transition takes place
      

    e_DissolveDistMax

      
      At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
      

    e_DissolveDistMin

      
      At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
      

    e_DissolveSpriteDistRatio

      DEPRECATED
      
      [DEPRECATED] The fraction of vegetation sprite draw distance over which to dissolve
      

    e_DissolveSpriteMinDist

      DEPRECATED
      
      [DEPRECATED] The min dist over which vegetation sprites dissolve
      

    e_DynamicLights

      
      Activates dynamic light sources
      

    e_DynamicLightsConsistentSortOrder

      
      Debug
      

    e_DynamicLightsForceDeferred

      
      Convert all lights to deferred (except sun)
      

    e_DynamicLightsFrameIdVisTest

      
      Use based on last draw frame visibility test
      

    e_DynamicLightsMaxCount

      
      Sets maximum amount of dynamic light sources
      

    e_DynamicLightsMaxEntityLights

      
      Set maximum number of lights affecting object
      

    e_Entities

      
      Activates drawing of entities and brushes
      

    e_EntitySuppressionLevel

      
      Defines the level at which entities are spawned.
      Entities marked with lower level will not be spawned - 0 means no level.
      Usage: e_EntitySuppressionLevel [0-infinity]
      Default is 0 (off)
      

    e_Fog

      
      Activates global height/distance based fog
      

    e_FogVolumes

      
      Activates local height/distance based fog volumes
      

    e_FoliageBranchesDamping

      
      Damping of branch ropes
      

    e_FoliageBranchesStiffness

      
      Stiffness of branch ropes
      

    e_FoliageBranchesTimeout

      
      Maximum lifetime of branch ropes (if there are no collisions)
      

    e_FoliageBrokenBranchesDamping

      
      Damping of branch ropes of broken vegetation
      

    e_FoliageStiffness

      
      Stiffness of the spongy obstruct geometry
      

    e_FoliageWindActivationDist

      
      If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
      

    e_ForceDetailLevelForScreenRes

      DEPRECATED
      
      [DEPRECATED] Force sprite distance and other values used for some specific screen resolution, 0 means current
      

    e_GeomCacheBufferSize

      
      Geometry cache stream buffer upper limit size in MB. Default: 128
      

    e_GeomCacheDebug

      
      Show geometry cache debug overlay. Default: 0
      

    e_GeomCacheDebugDrawMode

      
      Geometry cache debug draw mode
       0 = normal
       1 = only animated meshes
       2 = only static meshes
       3 = debug instancing
      

    e_GeomCacheDebugFilter

      
      Set name filter for e_geomCacheDebug
      

    e_GeomCacheDecodeAheadTime

      
      Time in seconds that data will be decoded ahead for geom cache streaming. Default: 0.5
      

    e_GeomCacheLerpBetweenFrames

      
      Interpolate between geometry cache frames. Default: 1
      

    e_GeomCacheMaxBufferAheadTime

      
      Time in seconds maximum that data will be buffered ahead for geom cache streaming. Default: 5.0
      

    e_GeomCacheMaxPlaybackFromMemorySize

      
      Maximum size of geometry cache animated data in MB before always streaming from disk ignoring the memory playback flag. Default: 16
      

    e_GeomCacheMinBufferAheadTime

      
      Time in seconds minimum that data will be buffered ahead for geom cache streaming. Default: 2.0
      

    e_GeomCachePreferredDiskRequestSize

      
      Preferred disk request size for geometry cache streaming in KB. Default: 1024
      

    e_GeomCaches

      
      Activates drawing of geometry caches
      

    e_GI

      
      Enable/disable global illumination. Default: 1 - enabled
      

    e_GIAmount

      
      Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary)
      

    e_GIBlendRatio

      
      Ratio of overlapped region between nested cascades. 0.25 means 25% overlapping. Default: 0.25 Min: .1 Max: 2
      

    e_GICache

      
      Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled)
      

    e_GICascadesRatio

      
      Sets slope of cascades for global illumination. Default: 2.f
      

    e_GIGlossyReflections

      
      Enable/disable reflective mode for global illumination. Default: 0 - disabled
      

    e_GIIterations

      
      Maximum number of propagation iterations global illumination
      The less number of propagation iterations the shorter the light propagation distance. Default: 6. Max: 32
      

    e_GIMaxDistance

      
      Maximum distance of global illumination in meters.
      The less the distance the better the quality. Default: 50. Max: 150
      

    e_GINumCascades

      
      Sets number of cascades for global illumination. Default: 1
      

    e_GIOffset

      
      Offset of GI in front of camera in percents[0;1]. Default: 0.4 Min: 0 Max: 1
      

    e_GIPropagationAmp

      
      Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5
      

    e_GIRSMSize

      
      Set the default reflective shadow map size.
      Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512
      

    e_GISecondaryOcclusion

      
      Enable/disable secondary occlusion for global illumination. Default: 0 - disabled
      

    e_GsmCache

      
      Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
      

    e_GsmCacheLodOffset

      
      Makes first X GSM lods not cached
      

    e_GsmCacheLodOffsetExtended

      
      How fast to update terrain GSM lod
      

    e_GsmCastFromTerrain

      
      Cast shadows from terrain
      

    e_GsmDepthBoundsDebug

      
      Debug GSM bounds regions calculation
      

    e_GsmExtendLastLod

      
      Make last cascade bigger and use less frequent updates
      

    e_GsmExtendLastLodIncludeObjects

      
      Includes object shadows into last very big shadow frustum
      

    e_GsmExtendLastLodUseAdditiveBlending

      
      Enable Additive Blending on shadows from terrain
      

    e_GsmExtendLastLodUseVariance

      
      Enable Variance Shadow mapping on shadows from terrain
      

    e_GsmLodsNum

      
      Number of GSM lods (0..5)
      

    e_GsmRange

      
      Size of LOD 0 GSM area (in meters)
      

    e_GsmRangeStep

      
      Range of next GSM lod is previous range multiplied by step
      

    e_GsmRangeStepExtended

      
      gsm_range_step for last gsm lod containing terrain
      

    e_GsmScatterLodDist

      
      Size of Scattering LOD GSM in meters
      

    e_GsmStats

      
      Show GSM statistics 0=off, 1=enable debug to the screens
      

    e_GsmViewSpace

      
      0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
      

    e_HwOcclusionCullingObjects

      
      Activates usage of HW occlusion test for objects
      

    e_HwOcclusionCullingWater

      
      Activates usage of HW occlusion test for ocean
      

    e_JointStrengthScale

      
      Scales the strength of prebroken objects' joints (for tweaking)
      

    e_levelStartupFrameDelay

      
      Set to number of frames to wait after level load before beginning fps measuring
      

    e_levelStartupFrameNum

      
      Set to number of frames to capture for avg fps computation
      

    e_LightVolumes

      
      Allows deferred lighting for registered alpha blended geometry
      0 = Off
      1 = Enabled
      2 = Enabled just for sun light
      

    e_LightVolumesDebug

      
      Display light volumes debug info
      0 = Off
      1 = Enabled
      

    e_LodCompMaxSize

      
      Affects LOD selection for big objects, small number will switch more objects into lower LOD
      

    e_LodMax

      
      Max LOD for objects
      

    e_LodMin

      
      Min LOD for objects
      

    e_LodMinTtris

      
      LODs with less triangles will not be used
      

    e_LodRatio

      
      LOD distance ratio for objects
      

    e_Lods

      
      Load and use LOD models for static geometry
      

    e_LodsForceUse

      
      Force using LODs even if triangle count do not suit
      

    e_MaxDrawCalls

      
      Will not render CGFs past the given amount of drawcalls
      (<=0 off (default), >0 draw calls limit)
      

    e_MaxViewDistance

      
      Far clipping plane distance
      

    e_MaxViewDistFullDistCamHeight

      
      Debug
      

    e_MaxViewDistSpecLerp

      
      1 - use max view distance set by designer for very high spec
      0 - for very low spec
      Values between 0 and 1 - will lerp between high and low spec max view distances
      

    e_MergedMeshes

      
      Show runtime merged meshes
      

    e_MergedMeshesActiveDist

      
      Active distance up until merged mesh patches will be streamed in
      

    e_MergedMeshesBulletLifetime

      
      MergedMesh Bullet approximations lifetime
      

    e_MergedMeshesBulletScale

      
      MergedMesh Bullet approximations size scale
      

    e_MergedMeshesBulletSpeedFactor

      
      MergedMesh Bullet approximations speed factor
      

    e_MergedMeshesDebug

      
      enable debug drawing of runtime merged meshes
      

    e_MergedMeshesDeformViewDistMod

      
      distance modifier applied to view dist ratios after which deformables stop updating
      

    e_MergedMeshesInstanceDist

      
      Distance fudge factor at which merged meshes turn off animation
      

    e_MergedMeshesLodRatio

      
      merged meshes lod ratio
      

    e_MergedMeshesPool

      
      amount of mainmeory (in kb) that merged meshes are allowed to sustain
      

    e_MergedMeshesPoolSpines

      
      percentage of the pool for spines
      

    e_MergedMeshesTesselationSupport

      
      Enable or disable support for tesselation on mergedmeshes
      

    e_MergedMeshesUseSpines

      
      MergedMeshes use touchbending
      

    e_MergedMeshesViewDistRatio

      
      merged meshes view dist ratio
      

    e_ObjectLayersActivation

      
      Allow game to activate/deactivate object layers
      

    e_ObjectLayersActivationPhysics

      
      Allow game to create/free physics of objects: 0: Disable; 1: All; 2: Water only.
      

    e_Objects

      
      Render or not all objects
      

    e_ObjectsTreeBBoxes

      
      Debug draw of object tree bboxes
      

    e_ObjFastRegister

      
      Debug
      

    e_ObjQuality

      
      Object detail quality
      

    e_ObjStats

      
      Show instances count
      

    e_OcclusionCullingViewDistRatio

      
      Skip per object occlusion test for very far objects - culling on tree level will handle it
      

    e_OcclusionLazyHideFrames

      
      Makes less occluson tests, but it takes more frames to detect invisible objects
      

    e_OcclusionVolumes

      
      Enable occlusion volumes(antiportals)
      

    e_OcclusionVolumesViewDistRatio

      
      Controls how far occlusion volumes starts to occlude objects
      

    e_OnDemandMaxSize

      
      Specifies the maximum size of vegetation objects that are physicalized on-demand
      

    e_OnDemandPhysics

      
      Turns on on-demand physicalization (0=off, 1=vegetation only[default], 2=brushes only, 3=brushes&vegetation
      

    e_ParticleListEffects

      
      Writes all effects used and counts to log
      

    e_ParticleListEmitters

      
      Writes all emitters to log
      

    e_ParticleMemory

      
      Displays current particle memory usage
      

    e_Particles

      
      Activates drawing of particles
      

    e_ParticlesAnimBlend

      
      Blend between animated texture frames
      Usage: e_ParticlesAnimBlend [0/1/2]
      0 = Off
      1 = On
      2 = Force
      

    e_ParticlesCullAgainstOcclusionBuffer

      
      Cull Particles against the Occlusion Buffer
      

    e_ParticlesCullAgainstViewFrustum

      
      Cull Particles against the view-frustum
      

    e_ParticlesDebug

      
      Particle debug flags:  to set, + to add, - to remove 1 = show basic stats m = show memory usage r = show reiteration, rejection, and collision stats b = draw bounding boxes and labels, show bounding box stats x = show bounding box stats d = force dynamic bounds and update for all emitters c = disable clipping against water and vis area bounds z = freeze particle system
      

    e_ParticlesDumpMemoryAfterMapLoad

      
      Set to 1 to dump particle memory informations after map load
      

    e_ParticlesGI

      
      Apply global illumination to appropriate particle effects
      Usage: e_ParticlesGI [0/1/2]
      0 = Off
      1 = On
      2 = Force
      

    e_ParticlesIndexPoolSize

      
      Memory Size of Index Pool between Particle and Render Thread
      

    e_ParticlesLightMinColorThreshold

      
      Threshold for minumum particle light color
      

    e_ParticlesLightMinRadiusThreshold

      
      Threshold for minimum particle light radius
      

    e_ParticlesLights

      
      Allows to have light source attached to every particle
      0 = Off
      1 = Deferred lights
      

    e_ParticlesLightsViewDistRatio

      
      Set particles lights view distance ratio
      

    e_ParticlesLod

      
      Multiplier to particle count
      

    e_ParticlesMaxDrawScreen

      
      Screen size max per particle -- fade out earlier
      

    e_ParticlesMaxScreenFill

      
      Screen size max of total particles to draw
      

    e_ParticlesMinDrawAlpha

      
      Alpha cutoff for rendering particles
      

    e_ParticlesMinDrawPixels

      
      Pixel size min per particle -- fade out earlier
      

    e_ParticlesMotionBlur

      
      Motion blur for particles
      Usage: e_ParticlesMotionBlur [0/1/2]
      0 = Off
      1 = On
      2 = Force
      

    e_ParticlesObjectCollisions

      
      Enable particle/object collisions for SimpleCollision:
        1 = against static objects only, 2 = dynamic also
      

    e_ParticlesPoolSize

      
      Particle system pool memory size in KB
      

    e_ParticlesPreload

      
      Enable preloading of all particle effects at the beginning
      

    e_ParticlesProfile

      
      1 - always show statistics about particle pools usage
      2 - disable the warning message when running out of pool memory
      

    e_ParticlesQuality

      
      Particles detail quality
      

    e_ParticlesSerializeNamedFields

      
      Save effects libraries with named fields for future compatibility (compatible with versions >= 24)
      

    e_ParticlesShadows

      
      Shadows on particles
      Usage: e_ParticlesShadows [0/1/2]
      0 = Off
      1 = On
      2 = Force
      

    e_ParticlesShowMainThreadUpdates

      
      Render a list of Containers not updated by SPU and why
      

    e_ParticlesSoftIntersect

      
      Render appropriate particles with soft intersection
      Usage: e_ParticlesSoftIntersect [0/1/2]
      0 = Off
      1 = On
      2 = Force
      

    e_ParticlesSortQuality

      
      Minimum sort quality for new particle insertion:
        0 = basic, 1 = better, 2 = best
      

    e_ParticlesThread

      
      Enable particle threading
      

    e_ParticlesUseLevelSpecificLibs

      
      Allows searching for level-specific version of effects files
      0 = Off
      1 = Enabled
      

    e_ParticlesVertexPoolSize

      
      Memory Size of Vertex Pool between Particle and Render Thread
      

    e_PhysFoliage

      
      Enables physicalized foliage
      1 - only for dynamic objects
      2 - for static and dynamic)
      

    e_PhysMinCellSize

      
      Min size of cell in physical entity grid
      

    e_PhysOceanCell

      
      Cell size for ocean approximation in physics, 0 assumes flat plane
      

    e_PhysProxyTriLimit

      
      Maximum allowed triangle count for phys proxies
      

    e_Portals

      
      Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
      

    e_PortalsBigEntitiesFix

      
      Enables special processing of big entities like vehicles intersecting portals
      

    e_PrecacheLevel

      
      Pre-render objects right after level loading
      

    e_PreloadDecals

      
      Preload all materials for decals
      

    e_PreloadMaterials

      
      Preload level materials from level cache pak and resources list
      

    e_PrepareDeformableObjectsAtLoadTime

      
      Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage
      

    e_ProcVegetation

      
      Show procedurally distributed vegetation
      

    e_ProcVegetationMaxObjectsInChunk

      
      Maximum number of instances per chunk
      

    e_ProcVegetationMaxSectorsInCache

      
      Maximum number of 64x64 meter sectors cached in memory
      

    e_ProcVegetationMaxViewDistance

      
      Maximum distance where procedural objects may be spawn
      

    e_Recursion

      
      If 0 - will skip recursive render calls like render into texture
      

    e_RecursionOcclusionCulling

      
      If 0 - will disable occlusion tests for recursive render calls like render into texture
      

    e_RecursionViewDistRatio

      
      Set all view distances shorter by factor of X
      

    e_ReloadSurfaces

      
      Reload physical properties of all materials
      

    e_Render

      
      Enable engine rendering
      

    e_RenderMeshCollisionTolerance

      
      Min distance between physics-proxy and rendermesh before collision is considered a hole
      

    e_RenderMeshUpdateAsync

      
      Enables async updating of dynamically updated rendermeshes
      0 - performs a synchronous update
      1 - performs the update in an async job (default))
      

    e_RNTmpDataPoolMaxFrames

      
      Cache RNTmpData at least for X framres
      

    e_Roads

      
      Activates drawing of road objects
      

    e_Ropes

      
      Turn Rendering of Ropes on/off
      

    e_ScissorDebug

      
      Debug
      

    e_ScreenShot

      
      Make screenshot combined up of multiple rendered frames
      (negative values for multiple frames, positive for a a single frame)
       1 highres
       2 360 degree panorama
       3 Map top-down view
      see:
        e_ScreenShotWidth, e_ScreenShotHeight, e_ScreenShotQuality, e_ScreenShotMapCenterX,
        e_ScreenShotMapCenterY, e_ScreenShotMapSize, e_ScreenShotMinSlices, e_ScreenShotDebug
      

    e_ScreenShotDebug

      
      0 off
      1 show stitching borders
      2 show overlapping areas
      

    e_ScreenShotFileFormat

      
      Set output image file format for hires screen shots. Can be JPG or TGA
      

    e_ScreenShotHeight

      
      used for all type highres screenshots made by e_ScreenShot to define the
      height of the destination image, 1500 default
      

    e_ScreenShotMapCamHeight

      
      param for top-down-view screenshot creation, defining the camera height for screenshots,
      see e_ScreenShotMap defines the y position of the bottom right corner of the
      screenshot-area on the terrain,
      0.0 - 1.0 (1.0 is default)
      

    e_ScreenShotMapCenterX

      
      param for the centerX position of the camera, see e_ScreenShotMap
      defines the x position of the top left corner of the screenshot-area on the terrain,
      0.0 - 1.0 (0.0 is default)
      

    e_ScreenShotMapCenterY

      
      param for the centerX position of the camera, see e_ScreenShotMap
      defines the y position of the top left corner of the screenshot-area on the terrain,
      0.0 - 1.0 (0.0 is default)
      

    e_ScreenShotMapOrientation

      
      param for rotating the orientation through 90 degrees so the screen shot width is along the X axis
      see e_ScreenShotMap
      0 - 1 (0 is default)
      

    e_ScreenShotMapSizeX

      
      param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap
      defines the x position of the bottom right corner of the screenshot-area on the terrain,
      0.0 - 1.0 (1.0 is default)
      

    e_ScreenShotMapSizeY

      
      param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap
      defines the x position of the bottom right corner of the screenshot-area on the terrain,
      0.0 - 1.0 (1.0 is default)
      

    e_ScreenShotMinSlices

      
      used for all type highres screenshots made by e_ScreenShot to define the amount
      of sub-screenshots for the width and height to generate the image,
       the min count
      will be automatically raised if not sufficient (per screenshot-based)
      

    e_ScreenShotQuality

      
      used for all type highres screenshots made by e_ScreenShot to define the quality
      0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
      

    e_ScreenShotWidth

      
      used for all type highres screenshots made by e_ScreenShot to define the
      width of the destination image, 2000 default
      

    e_Shadows

      
      Activates drawing of shadows
      

    e_ShadowsAdaptScale

      
      Shadows slope bias for shadowgen
      

    e_ShadowsCascadesDebug

      
      0=off, 1=visualize sun shadow cascades on screen
      

    e_ShadowsCastViewDistRatio

      
      View dist ratio for shadow maps casting from objects
      

    e_ShadowsCastViewDistRatioLights

      
      View dist ratio for shadow maps casting for light sources
      

    e_ShadowsClouds

      
      Cloud shadows
      

    e_ShadowsConstBias

      
      Shadows slope bias for shadowgen
      

    e_ShadowsConstBiasHQ

      
      Shadows slope bias for shadowgen (high quality mode)
      

    e_ShadowsDebug

      
      0=off, 2=visualize shadow maps on the screen
      

    e_ShadowsFrustums

      
      Debug
      

    e_ShadowsLodBiasFixed

      
      Simplifies mesh for shadow map generation by X LOD levels
      

    e_ShadowsLodBiasInvis

      
      Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
      

    e_ShadowsMasksLimit

      
      Maximum amount of allocated shadow mask textures
      This limits the number of shadow casting lights overlapping
      0=disable limit(unpredictable memory requirements)
      1=one texture (4 channels for 4 lights)
      2=two textures (8 channels for 8 lights), ...
      

    e_ShadowsMaxTexRes

      
      Set maximum resolution of shadow map
      256(faster), 512(medium), 1024(better quality)
      

    e_ShadowsOcclusionCulling

      
      Enable/disable shadow-caster test against the occlusion buffer
      

    e_ShadowsOcclusionCullingCaster

      
      Clips the caster extrusion to the zero height.
      

    e_ShadowsOnAlphaBlend

      
      Enable shadows on alphablended 
      

    e_ShadowsOnWater

      
      Enable/disable shadows on water
      

    e_ShadowsPoolSize

      
      Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize)
      

    e_ShadowsResScale

      
      Shadows slope bias for shadowgen
      

    e_ShadowsSlopeBias

      
      Shadows slope bias for shadowgen
      

    e_ShadowsSlopeBiasHQ

      
      Shadows slope bias for shadowgen (for high quality mode)
      

    e_ShadowsStaticMapUpdate

      
      Trigger updates of static shadow map: 0=no update, 1=one update, 2=continuous updates
      

    e_ShadowsStaticObjectLod

      
      The lod used for rendering objects into the static shadow map. Set to -1 to disable
      

    e_ShadowsTessellateCascades

      
      Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
      

    e_ShadowsTessellateDLights

      
      Disable/enable tessellation for local lights shadows
      

    e_ShadowsUpdateViewDistRatio

      
      View dist ratio for shadow maps updating for shadowpool
      

    e_sketch_mode

      
      Enables Sketch mode drawing
      

    e_SkyBox

      
      Activates drawing of skybox and moving cloud layers
      

    e_SkyQuality

      
      Quality of dynamic sky: 1 (very high), 2 (high).
      

    e_SkyType

      
      Type of sky used: 0 (static), 1 (dynamic).
      

    e_SkyUpdateRate

      
      Percentage of a full dynamic sky update calculated per frame (0..100].
      

    e_Sleep

      
      Sleep X in C3DEngine::Draw
      

    e_SQTestBegin

      
      If not zero - start streaming latency unit test
      

    e_SQTestCount

      
      If not zero - restart test X times
      

    e_SQTestDelay

      
      Time to stabilize the system before camera movements
      

    e_SQTestDistance

      
      Distance to travel
      

    e_SQTestExitOnFinish

      
      If not zero - shutdown when finished testing
      

    e_SQTestMip

      
      Mip to wait during test
      

    e_SQTestMoveSpeed

      
      Camera speed during test (meters/sec)
      

    e_SQTestTextureName

      
      Reference texture name for streaming latency test
      

    e_StatObjBufferRenderTasks

      
      1 - occlusion test on render node level, 2 - occlusion test on render mesh level
      

    e_StatObjMerge

      
      Enable CGF sub-objects meshes merging
      

    e_StatObjMergeMaxTrisPerDrawCall

      
      Skip merging of meshes already having acceptable number of triangles per draw call
      

    e_StatObjMergeUseThread

      
      Use a thread to perform sub-objects meshes merging
      

    e_StatObjPreload

      
      Load level CGF's in efficient way
      

    e_StatObjRenderFilter

      
      Debug: Controls which cgfs are rendered, based on input string
      

    e_StatObjRenderFilterMode

      
      Debug: Controls how e_StatObjRenderFilter is use. 0=disabled 1=include 2=exclude
      

    e_StatObjStoreMesh

      
      Store the mesh if enabled, used for cheat detection purposes (they will be stored by default on the dedi server)
      

    e_StatObjTessellationMaxEdgeLenght

      
      Split edges longer than X meters
      

    e_StatObjTessellationMode

      
      Set they way pre-tessellated version of meshes is created: 0 = no pre-tessellation, 1 = load from disk, 2 = generate from normal mesh on loading
      

    e_StatObjTestOBB

      
      Use additinal OBB check for culling
      

    e_StatObjValidate

      
      Enable CGF mesh validation during loading
      

    e_StatoscopeAddUserMarker

      
      Add a user marker to the perf stat logging for this frame
      

    e_StatoscopeAllowFpsOverride

      
      Allow overriding of cvars in release for fps captures (MP only).
      

    e_StatoscopeConnectTimeout

      
      The number of seconds the data writer will stall while trying connect to the telemetry server.
      

    e_StatoscopeCreateLogFilePerLevel

      
      Create a new perflog file per level.
      

    e_StatoscopeDataGroups

      
      Which data groups are recorded each frame: flags+ enables, flags- disables
       0 = none
       1 = all
       f+ = frame lengths
       e+ = effects
       m+ = memory
       s+ = streaming
       a+ = streaming audio
       o+ = streaming objects
       t+ = threading
       T+ = system threading
       W+ = Worker Information Individual
       X+ = Worker Information Summarized
       Y+ = Job Information Individual
       Z+ = Job Information Summarized
       j+ = CPU Times
       v+ = Vertex data
       p+ = particles
       l+ = location
       c+ = per-cgf gpu profilers
       y+ = ParticlesColliding
       w+ = PhysEntities
       r+ = frame profilers
       q+ = performance counters
       u+ = user markers
       k+ = callstacks
       n+ = network
       z+ = channel
       d+ = network profile
      

    e_StatoscopeDumpAll

      
      Controls whether all functions are dumped in a profile log.
      

    e_StatoscopeEnabled

      
      Controls whether all statoscope is enabled.
      

    e_StatoscopeFilenameUseBuildInfo

      
      Set to include the platform and build number in the log filename.
      

    e_StatoscopeFilenameUseMap

      
      Set to include the map name in the log filename.
      

    e_StatoscopeFilenameUseTag

      
      Set to include tag in the log file name.
      

    e_StatoscopeFilenameUseTime

      
      Set to include the time and date in the log filename.
      

    e_StatoscopeIvDataGroups

      
      Which data groups are recorded each frame: flags+ enables, flags- disables
       0 = none
       1 = all
       s+ = streaming
       o+ = streaming objects
       t+ = streaming textures
      

    e_StatoscopeLogDestination

      
      Where the Statoscope log gets written to:
        0 - file
        1 - socket
        2 - telemetry server (default)
      

    e_StatoscopeMaxNumFuncsPerFrame

      
      Max number of funcs to log per frame.
      

    e_StatoscopeMinFuncLengthMs

      
      Min func duration (ms) to be logged by statoscope.
      

    e_StatoscopeScreenCapWhenGPULimited

      
      Statoscope will take a screen capture when we are GPU limited
      

    e_StatoscopeScreenshotCapturePeriod

      
      How many seconds between Statoscope screenshot captures (-1 to disable).
      

    e_StatoscopeWriteTimeout

      
      The number of seconds the data writer will stall before it gives up trying to write data (currently only applies to the telemetry data writer).
      

    e_StreamAutoMipFactorMax

      
      Debug
      

    e_StreamAutoMipFactorMaxDVD

      
      Debug
      

    e_StreamAutoMipFactorMin

      
      Debug
      

    e_StreamAutoMipFactorSpeedThreshold

      
      Debug
      

    e_StreamCgf

      REQUIRE_APP_RESTART
      
      Enable streaming of static render meshes
      

    e_StreamCgfDebug

      
      Draw helpers and other debug information about CGF streaming
       1: Draw color coded boxes for objects taking more than e_StreamCgfDebugMinObjSize,
          also shows are the LOD's stored in single CGF or were split into several CGF's
       2: Trace into console every loading and unloading operation
       3: Print list of currently active objects taking more than e_StreamCgfDebugMinObjSize KB
      

    e_StreamCgfDebugFilter

      
      Show only items containing specified text
      

    e_StreamCgfDebugHeatMap

      
      Generate and show mesh streaming heat map
       1: Generate heat map for entire level
       2: Show last heat map
      

    e_StreamCgfDebugMinObjSize

      
      Threshold for objects debugging in KB
      

    e_StreamCgfFastUpdateMaxDistance

      
      Update streaming priorities for near objects every second frame
      

    e_StreamCgfGridUpdateDistance

      
      Update streaming priorities when camera moves more than this value
      

    e_StreamCgfMaxNewTasksPerUpdate

      
      Maximum number of files requested from streaming system per update
      

    e_StreamCgfMaxTasksInProgress

      
      Maximum number of files simultaneously requested from streaming system
      

    e_StreamCgfPoolSize

      
      Render mesh cache size in MB
      

    e_StreamCgfUpdatePerNodeDistance

      
      Use node distance as entity distance for far nodex 
      

    e_StreamCgfVisObjPriority

      
      Priority boost for visible objects
      0 - visible objects has no priority over invisible objects, camera direction does not affect streaming
      1 - visible objects has highest priority, in case of trashing will produce even more trashing
      

    e_StreamPredictionAhead

      
      Use preducted camera position for streaming priority updates
      

    e_StreamPredictionAheadDebug

      
      Draw ball at predicted position
      

    e_StreamPredictionAlwaysIncludeOutside

      
      Always include outside octrees in streaming
      

    e_StreamPredictionBoxRadius

      
      Radius of stream prediction box
      

    e_StreamPredictionDistanceFar

      
      Prediction distance for streaming, affects far objects
      

    e_StreamPredictionDistanceNear

      
      Prediction distance for streaming, affets LOD of objects
      

    e_StreamPredictionMaxVisAreaRecursion

      
      Maximum number visareas and portals to traverse.
      

    e_StreamPredictionMinFarZoneDistance

      
      Debug
      

    e_StreamPredictionMinReportDistance

      
      Debug
      

    e_StreamPredictionTexelDensity

      
      Use mesh texture mapping density info for textures streaming
      

    e_StreamPredictionUpdateTimeSlice

      
      Maximum amount of time to spend for scene streaming priority update in milliseconds
      

    e_StreamSaveStartupResultsIntoXML

      
      Save basic information about streaming performance on level start into XML
      

    e_Sun

      
      Activates sun light source
      

    e_SunAngleSnapDot

      
      Sun dir snap control
      

    e_SunAngleSnapSec

      
      Sun dir snap control
      

    e_Terrain

      
      Activates drawing of terrain ground
      

    e_TerrainAo

      
      Activate deferred terrain ambient occlusion
      

    e_TerrainBBoxes

      
      Show terrain nodes bboxes
      

    e_TerrainDeformations

      
      Allows in-game terrain surface deformations
      

    e_TerrainDetailMaterials

      
      Activates drawing of detail materials on terrain ground
      

    e_TerrainDetailMaterialsDebug

      
      Shows number of materials in use per terrain sector
      

    e_TerrainDetailMaterialsViewDistXY

      
      Max view distance of terrain XY materials
      

    e_TerrainDetailMaterialsViewDistZ

      
      Max view distance of terrain Z materials
      

    e_TerrainDrawThisSectorOnly

      
      1 - render only sector where camera is and objects registered in sector 00
      2 - render only sector where camera is
      

    e_TerrainLodRatio

      
      Set heightmap LOD
      

    e_TerrainLodRatioHolesMin

      
      Rises LOD for distant terrain sectors with holes, prevents too strong distortions of holes on distance 
      

    e_TerrainLog

      
      Debug
      

    e_TerrainNormalMap

      
      Use terrain normal map for base pass if available
      

    e_TerrainOcclusionCulling

      
      heightmap occlusion culling with time coherency 0=off, 1=on
      

    e_TerrainOcclusionCullingDebug

      
      Draw sphere on every terrain height sample
      

    e_TerrainOcclusionCullingMaxDist

      
      Max length of ray (for version 1)
      

    e_TerrainOcclusionCullingMaxSteps

      
      Max number of tests per ray (for version 0)
      

    e_TerrainOcclusionCullingPrecision

      
      Density of rays
      

    e_TerrainOcclusionCullingPrecisionDistRatio

      
      Controls density of rays depending on distance to the object
      

    e_TerrainOcclusionCullingStepSize

      
      Initial size of single step (in heightmap units)
      

    e_TerrainOcclusionCullingStepSizeDelta

      
      Step size scale on every next step (for version 1)
      

    e_TerrainOcclusionCullingVersion

      
      0 - old, 1 - new
      

    e_TerrainTextureDebug

      
      Debug
      

    e_TerrainTextureLodRatio

      
      Adjust terrain base texture resolution on distance
      

    e_TerrainTextureStreamingDebug

      
      Debug
      

    e_TerrainTextureStreamingPoolItemsNum

      REQUIRE_LEVEL_RELOAD
      
      Specifies number of textures in terrain base texture streaming pool
      

    e_Tessellation

      
      HW geometry tessellation  0 = not allowed, 1 = allowed
      

    e_TessellationMaxDistance

      
      Maximum distance from camera in meters to allow tessellation, also affects distance-based displacement fadeout
      

    e_texeldensity

      
      Enables texel density debug
       1: Objects texel density
       2: Objects texel density with colored mipmaps
       3: Terrain texel density
       4: Terrain texel density with colored mipmaps
      

    e_TextureStreamBudget360

      
      Specifies budget, in MB, at which point 360 texture streaming warning is displayed.
      

    e_TextureStreamBudgetPS3

      
      Specifies budget, in MB, at which point PS3 texture streaming warning is displayed.
      

    e_TimeOfDay

      
      Current Time of Day
      

    e_TimeOfDayDebug

      
      Display time of day current values on screen
      

    e_TimeOfDaySpeed

      
      Time of Day change speed
      

    e_UseConsoleMtl

      
      Console material visualization mode. Enable before level loading to be in effect.
      -1 = fully disabled (default)
       0 = enabled but renders regular materials only
       1 = enabled and renders console materials where available
      

    e_Vegetation

      
      Activates drawing of distributed objects like trees
      

    e_VegetationAlignToTerrainAmount

      
      0 - no align, 1 - full align
      

    e_VegetationAlphaBlend

      
      Allow alpha blending for vegetations
      

    e_VegetationBending

      
      Debug
      

    e_VegetationBoneInfo

      
      Logs information about number of bones in each vegetation object loaded
      

    e_VegetationMinSize

      REQUIRE_LEVEL_RELOAD
      
      Minimal size of static object, smaller objects will be not rendered
      

    e_VegetationSphericalSkinning

      
      Activates vegetation spherical skinning support
      

    e_VegetationSprites

      DEPRECATED
      
      [DEPRECATED] Activates drawing of sprites instead of distributed objects at far distance
      

    e_VegetationSpritesBatching

      DEPRECATED
      
      [DEPRECATED] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation
      

    e_VegetationSpritesDistanceCustomRatioMin

      DEPRECATED
      
      [DEPRECATED] Clamps SpriteDistRatio setting in vegetation properties
      

    e_VegetationSpritesDistanceRatio

      DEPRECATED
      
      [DEPRECATED] Allows changing distance on what vegetation switch into sprite
      

    e_VegetationSpritesMinDistance

      DEPRECATED
      
      [DEPRECATED] Sets minimal distance when distributed object can be replaced with sprite
      

    e_VegetationSpritesScaleFactor

      DEPRECATED
      
      [DEPRECATED] [0-1] amount to factor in scale of sprites in sprite switch distance.
      

    e_VegetationUseTerrainColor

      
      Allow blend with terrain color for vegetations
      

    e_ViewDistCompMaxSize

      
      Affects max view distance for big objects, small number will render less objects
      

    e_ViewDistMin

      
      Min distance on what far objects will be culled out
      

    e_ViewDistRatio

      
      View distance ratio for objects
      

    e_ViewDistRatioCustom

      
      View distance ratio for special marked objects (Players,AI,Vehicles)
      

    e_ViewDistRatioDetail

      
      View distance ratio for detail objects
      

    e_ViewDistRatioLights

      
      View distance ratio for light sources
      

    e_ViewDistRatioPortals

      
      View distance ratio for portals
      

    e_ViewDistRatioVegetation

      
      View distance ratio for vegetation
      

    e_VolObjShadowStrength

      
      Self shadow intensity of volume objects [0..1].
      

    e_WaterOcean

      
      Activates drawing of ocean. 
      1: use usual rendering path
      2: use fast rendering path with merged fog
      

    e_WaterOceanBottom

      
      Activates drawing bottom of ocean
      

    e_WaterOceanFFT

      
      Activates fft based ocean
      

    e_WaterTessellationAmount

      
      Set tessellation amount
      

    e_WaterTessellationAmountX

      
      Set tessellation on x axis - 0 means not used
      

    e_WaterTessellationAmountY

      
      Set tessellation on y axis - 0 means not used
      

    e_WaterTessellationSwathWidth

      
      Set the swath width for the boustrophedonic mesh stripping
      

    e_WaterVolumes

      
      Activates drawing of water volumes
      1: use usual rendering path
      2: use fast rendering path with merged fog
      

    e_WaterWaves

      
      Activates drawing of water waves
      

    e_WaterWavesTessellationAmount

      
      Sets water waves tessellation amount
      

    e_Wind

      
      Debug
      

    e_WindAreas

      
      Debug
      

    e_WindBendingDistRatio

      
      Wind cutoff distance for bending (linearly attentuated to that distance)
      

    e_WorldSegmentationTest

      
      Debug only: simulates multi-segment behavior in the editor