CONSOLEPREFIXP

Console Commands and Variables with Prefix P_



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

Alphabetically Sorted

Console Variables and Commands

    p_accuracy_LCPCG

      
      Desired accuracy of LCP CG solver (velocity-related, m/s)
      

    p_accuracy_LCPCG_no_improvement

      
      Required LCP CG accuracy that allows to stop if there was no improvement after p_max_LCPCG_fruitless_iters
      

    p_accuracy_MC

      
      Desired accuracy of microcontact solver (velocity-related, m/s)
      

    p_approx_caps_len

      
      Breakable trees are approximated with capsules of this length (0 disables approximation)
      

    p_async_rwi_use_spu

      
      Enables asynchronous rwis to be executed on the spu
      

    p_break_on_validation

      
      Toggles break on validation error.
      Usage: p_break_on_validation [0/1]
      Default is 0 (off). Issues DebugBreak() call in case of
      a physics parameter validation error.
      

    p_CharacterIK

      
      Toggles character IK.
      Usage: p_characterik [0/1]
      Default is 1 (on). Set to 0 to disable inverse kinematics.
      

    p_check_out_of_bounds

      
      Check for physics entities outside world (terrain) grid:
      1 - Enable raycasts; 2 - Enable proximity checks; 3 - Both
      

    p_collclassdebug

      
      Show debug info about CollisionClass data for physics objects.
      

    p_collision_mode

      
      This variable is obsolete.
      

    p_cull_distance

      
      Culling distance for physics helpers rendering
      

    p_damping_group_size

      
      Sets contacting objects group size
      before group damping is used.Usage: p_damping_group_size 3
      Used for internal tweaking only.
      

    p_debug_explosions

      
      Turns on explosions debug mode
      

    p_debug_joints

      
      If set, breakable objects will log tensions at the weakest spots
      

    p_do_step

      
      Steps physics system forward when in single step mode.
      Usage: p_do_step 1
      Default is 0 (off). Each 'p_do_step 1' instruction allows
      the physics system to advance a single step.
      

    p_draw_helpers

      
      Same as p_draw_helpers_num, but encoded in letters
      Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)]
      Entity Types:
      t - show terrain
      s - show static entities
      r - show sleeping rigid bodies
      R - show active rigid bodies
      l - show living entities
      i - show independent entities
      g - show triggers
      a - show areas
      y - show rays in RayWorldIntersection
      e - show explosion occlusion maps
      Helper Types
      g - show geometry
      c - show contact points
      b - show bounding boxes
      l - show tetrahedra lattices for breakable objects
      j - show structural joints (will force translucency on the main geometry)
      t(#) - show bounding volume trees up to the level #
      f(#) - only show geometries with this bit flag set (multiple f's stack)
      Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas
      

    p_draw_helpers_num

      
      Toggles display of various physical helpers. The value is a bitmask:
      bit 0  - show contact points
      bit 1  - show physical geometry
      bit 8  - show helpers for static objects
      bit 9  - show helpers for sleeping physicalized objects (rigid bodies, ragdolls)
      bit 10 - show helpers for active physicalized objects
      bit 11 - show helpers for players
      bit 12 - show helpers for independent entities (alive physical skeletons,particles,ropes)
      bits 16-31 - level of bounding volume trees to display (if 0, it just shows geometry)
      Examples: show static objects - 258, show active rigid bodies - 1026, show players - 2050
      

    p_enforce_contacts

      
      This variable is obsolete.
      

    p_ent_grid_use_obb

      
      Whether to use OBBs rather than AABBs for the entity grid setup for brushes
      

    p_fixed_timestep

      
      Toggles fixed time step mode.Usage: p_fixed_timestep [0/1]
      Forces fixed time step when set to 1. When set to 0, the
      time step is variable, based on the frame rate.
      

    p_fly_mode

      
      Toggles fly mode.
      Usage: p_fly_mode [0/1]
      

    p_force_sync

      
      Forces main thread to wait on physics if not completed in time
      

    p_GEB_max_cells

      
      Specifies the cell number threshold after which GetEntitiesInBox issues a warning
      

    p_gravity_z

      *TODO*

    p_group_damping

      
      Toggles damping for object groups.
      Usage: p_group_damping [0/1]
      Default is 1 (on). Used for internal tweaking only.
      

    p_joint_damage_accum

      
      Default fraction of damage (tension) accumulated on a breakable joint
      

    p_joint_damage_accum_threshold

      
      Default damage threshold (0..1) for p_joint_damage_accum
      

    p_joint_gravity_step

      
      Time step used for gravity in breakable joints (larger = stronger gravity effects)
      

    p_jump_to_profile_ent

      
      Move the local player next to the corresponding entity in the p_profile_entities list
      

    p_lattice_max_iters

      
      Limits the number of iterations of lattice tension solver
      

    p_limit_simple_solver_energy

      
      Specifies whether the energy added by the simple solver is limited (0 or 1)
      

    p_list_active_objects

      *TODO*

    p_log_lattice_tension

      
      If set, breakable objects will log tensions at the weakest spots
      

    p_max_approx_caps

      
      Maximum number of capsule approximation levels for breakable trees
      

    p_max_bone_velocity

      
      Clamps character bone velocities estimated from animations
      

    p_max_contact_gap

      
      Sets the gap, enforced whenever possible, between
      contacting physical objects.Usage: p_max_contact_gap 0.01
      This variable is used for internal tweaking only.
      

    p_max_contact_gap_player

      
      Sets the safe contact gap for player collisions with
      the physical environment.Usage: p_max_contact_gap_player 0.01
      This variable is used for internal tweaking only.
      

    p_max_contact_gap_simple

      
      Specifies the maximum contact gap for objects that use the simple solver
      

    p_max_contacts

      
      Maximum contact number, after which contact reduction mode is activated
      

    p_max_debris_mass

      
      Broken pieces with mass<=this limit use debris collision settings
      

    p_max_entity_cells

      
      Limits the number of entity grid cells an entity can occupy
      

    p_max_LCPCG_contacts

      
      Maximum number of contacts that LCPCG solver is allowed to handle
      

    p_max_LCPCG_fruitless_iters

      
      Maximum number of LCP CG iterations w/o improvement (defined by p_min_LCPCGimprovement)
      

    p_max_LCPCG_iters

      
      Maximum number of LCP CG iterations
      

    p_max_LCPCG_microiters

      
      Limits the total number of per-contact iterations during one LCP CG iteration
      (number of microiters = number of subiters * number of contacts)
      

    p_max_LCPCG_microiters_final

      
      Same as p_max_LCPCG_microiters, but for the final LCP CG iteration
      

    p_max_LCPCG_subiters

      
      Limits the number of LCP CG solver inner iterations (should be of the order of the number of contacts)
      

    p_max_LCPCG_subiters_final

      
      Limits the number of LCP CG solver inner iterations during the final iteration (should be of the order of the number of contacts)
      

    p_max_MC_iters

      
      Specifies the maximum number of microcontact solver iterations *per contact*
      

    p_max_MC_mass_ratio

      
      Maximum mass ratio between objects in an island that MC solver is considered safe to handle
      

    p_max_MC_vel

      
      Maximum object velocity in an island that MC solver is considered safe to handle
      

    p_max_object_splashes

      
      Specifies how many splash events one entity is allowed to generate
      

    p_max_plane_contacts

      
      Maximum number of contacts lying in one plane between two rigid bodies
      (the system tries to remove the least important contacts to get to this value)
      

    p_max_plane_contacts_distress

      
      Same as p_max_plane_contacts, but is effective if total number of contacts is above p_max_contacts
      

    p_max_player_velocity

      
      Clamps players' velocities to this value
      

    p_max_spu_rwi_cells

      
      Could be used to balance RWI perfrmance on SPUs
      

    p_max_substeps

      
      Limits the number of substeps allowed in variable time step mode.
      Usage: p_max_substeps 5
      Objects that are not allowed to perform time steps
      beyond some value make several substeps.
      

    p_max_substeps_large_group

      
      Limits the number of substeps large groups of objects can make
      

    p_max_unproj_vel

      
      Limits the maximum unprojection velocity request
      

    p_max_velocity

      
      Clamps physicalized objects' velocities to this value
      

    p_max_world_step

      
      Specifies the maximum step physical world can make (larger steps will be truncated)
      

    p_min_LCPCG_improvement

      
      Defines a required residual squared length improvement, in fractions of 1
      

    p_min_MC_iters

      
      Specifies the minmum number of microcontact solver iterations *per contact set* (this has precedence over p_max_mc_iters)
      

    p_min_separation_speed

      
      Used a threshold in some places (namely, to determine when a particle
      goes to rest, and a sliding condition in microcontact solver)
      

    p_net_debugDraw

      
      Draw some debug graphics to help diagnose issues (requires p_draw_helpers to be switch on to work, e.g. p_draw_helpers rR_b)
      

    p_net_extrapmax

      
      The maximum amount of time the client is allowed to extrapolate the position based on last received packet.
      

    p_net_interp

      
      The amount of time which the client will lag behind received packet updates. High values result in smoother movement but introduces additional lag as a trade-off.
      

    p_net_sequencefrequency

      
      The frequency at which sequence numbers increase per second, higher values add accuracy but go too high and the sequence numbers will wrap round too fast
      

    p_num_bodies_large_group

      
      Group size to be used with p_max_substeps_large_group, in bodies
      

    p_num_jobs

      
      Specifies the number of jobs for phys.sim.(used by phys job simulation mode)
      

    p_num_startup_overload_checks

      
      For this many frames after loading a level, check if the physics gets overloaded and freezes non-player physicalized objects that are slow enough
      

    p_num_threads

      
      The number of internal physics threads
      

    p_penalty_scale

      
      Scales the penalty impulse for objects that use the simple solver
      

    p_players_can_break

      
      Whether living entities are allowed to break static objects with breakable joints
      

    p_pool_size

      
      Specifies the size of the pool used for job based phys.sim.(used by SPUs)
      

    p_profile

      
      Enables group profiling of physical entities
      

    p_profile_entities

      
      Enables per-entity time step profiling
      

    p_profile_functions

      
      Enables detailed profiling of physical environment-sampling functions
      

    p_prohibit_unprojection

      
      This variable is obsolete.
      

    p_proxy_highlight_range

      
      Physics proxies with triangle counts >= p_proxy_highlight_threshold+p_proxy_highlight_range will get the maximum highlight
      

    p_proxy_highlight_threshold

      
      Physics proxies with triangle counts large than this will be highlighted
      

    p_ray_fadeout

      
      Fade-out time for ray physics helpers
      

    p_ray_peak_time

      
      Rays that take longer then this (in ms) will use different color
      

    p_rope_collider_size_limit

      
      Disables rope collisions with meshes having more triangles than this (0-skip the check)
      

    p_single_step_mode

      
      Toggles physics system 'single step' mode.Usage: p_single_step_mode [0/1]
      Default is 0 (off). Set to 1 to switch physics system (except
      players) to single step mode. Each step must be explicitly
      requested with a 'p_do_step' instruction.
      

    p_skip_redundant_colldet

      
      Specifies whether to skip furher collision checks between two convex objects using the simple solver
      when they have enough contacts between them
      

    p_splash_dist0

      
      Range start for splash event distance culling
      

    p_splash_dist1

      
      Range end for splash event distance culling
      

    p_splash_force0

      
      Minimum water hit force to generate splash events at p_splash_dist0
      

    p_splash_force1

      
      Minimum water hit force to generate splash events at p_splash_dist1
      

    p_splash_vel0

      
      Minimum water hit velocity to generate splash events at p_splash_dist0
      

    p_splash_vel1

      
      Minimum water hit velocity to generate splash events at p_splash_dist1
      

    p_sync_rwi_use_spu

      
      Enables synchronous rwis to be executed on the spu. Note: This is mostly used for debugging
      

    p_tick_breakable

      
      Sets the breakable objects structure update interval
      

    p_time_granularity

      
      Sets physical time step granularity.
      Usage: p_time_granularity [0..0.1]
      Used for internal tweaking only.
      

    p_unproj_vel_scale

      
      Requested unprojection velocity is set equal to penetration depth multiplied by this number
      

    p_use_distance_contacts

      
      Allows to use distance-based contacts (is forced off in multiplayer)
      

    p_use_unproj_vel

      
      internal solver tweak
      

    p_wireframe_distance

      
      Maximum distance at which wireframe is drawn on physics helpers