*TODO*
Enables AI Update
0 = Disable Asserts 1 = Enable Asserts 2 = Fatal Error on Assert
Specifies whether to use the NULLAudioSystem in place of the regular AudioSystem Usage: sys_audio_disable [0/1] 0: use regular AudioSystem. 1: use NullAudioSystem (disable all audio functionality). Default: 0 (enable audio functionality)
Starts frame profiling for specified number of frames using BootProfiler
If greater than 0 don't write blocks that took less time (default 0.1 ms)
Sets the upper limit for frame time (in ms) when monitoring budget.
Sets the upper limit for number of draw calls per frame.
Sets the upper limit for number of polygons per frame.
Sets the upper limit for sound channels playing when monitoring budget.
Sets the upper limit for sound CPU (in Percent) when monitoring budget.
Sets the upper limit for sound memory (in MB) when monitoring budget.
Sets the upper limit for streaming throughput(KB/s).
Sets the upper limit for system memory (in MB) when monitoring budget.
Sets the upper limit for video memory (in MB) when monitoring budget.
Enable Xbox 360 memory usage estimation.
Make the game crash 0=off 1=null pointer exception 2=floating point exception 3=memory allocation exception 4=cry fatal error is called 5=memory allocation for small blocks 6=assert 7=debugbreak 8=10min sleep
Chooses which Head Mounted Device to use: 0 - Null Device (default) 1 -Oculus Rift 2 - Cinemizer
0: normal console behavior 1: hide the console
0 - disable optimisation 1 - enable optimisation Default is 1
Displays Thread info
Specifies the DLL to load for the AI system
Specifies the game DLL to load
Dumps callstacks of other threads in case of a crash
Specifies type of crash dump to create - see MINIDUMP_TYPE in dbghelp.h for full list of values 0: Do not create a minidump 1: Create a small minidump (stacktrace) 2: Create a medium minidump (+ some variables) 3: Create a full minidump (+ all memory)
Enables budget monitoring. Use #System.SetBudget( sysMemLimitInMB, videoMemLimitInMB, frameTimeLimitInMS, soundChannelsPlaying ) or sys_budget_sysmem, sys_budget_videomem or sys_budget_fps to set budget limits.
Enables Entities Update
__debugbreak() if a VALIDATOR_ERROR_DBGBREAK message is hit
Indicates that the game was run for the first time.
Enables/disables execution of flash files.
Specifies the size (in kilo bytes) of the address space used for flash objects.
Allow programmatic mesh cache resets.
Respect file modification time for Flash internal resource sharing. Cached resources with same filepath but different file modification time are treated as unique entities.
Controls curve tessellation. Larger values result in coarser, more angular curves.
Enables debug drawing of Flash assets (1). Canvas area is drawn in bright green. Also draw masks (2).
Projects Flash assets to a certain depth to be able to zoom in/out (default is 1.0)
*TODO*
Enables/disables edge anti-aliased rendering of flash files.
Enable flash profiling (1) Display draw statistics (2) Display font cache texture (3) Display full heap info (4) Display video heap details (5) Show dyn tex src related info (6)
Defines scaling of function histogram inside the flash profiler.
Comma separated list of flash functions to excluded from peak history.
Defines tolerance value for peaks (in ms) inside the flash profiler.
Enables logging of several flash related aspects (add them to combine logging)... 1) Flash loading : 1 2) Flash actions script execution : 2 3) Flash related high-level calls inspected by the profiler (flash.log): 4 Please note that for (3) the following cvars apply: * sys_flash_info * sys_flash_info_peak_exclude
Clears stencil buffer for mask rendering by drawing rects (1) as opposed to issuing clear commands (0)
Reset mesh cache through console (once).
Specifies the size (in kb) of the static memory pool for flash objects. Set to zero to turn it off and use a dynamic pool instead.
Maximum parallax when viewing Flash content in stereo 3D
Enables creation of Flash asset instances through designated memory arenas.
Sets buffer time for videos (in seconds)
Sets buffer time for videos during loading (in seconds)
Sets buffer time for videos during startup (in seconds)
Sets volume of video's main sound track(0..1).
Sets volume of video's sub audio sound track (0..1).
Sets verbosity level for CryEngine related warnings... 0) Omit warning 1) Log warning 2) Log warning and display message box
Use or not use floating point exceptions.
Forces install to HDD mode even when doing DVD emulation
Specifies the game folder to read all data from. Can be fully pathed for external folders or relative path for folders inside the root.
Specifies the name to be displayed in the Launcher window title bar
Specifies the paks for an engine initialization
Render the intro movies during game initialization
Show a list of all registered job in the console
Enable the JobSystem. Usage: sys_job_system_enable 0/1 0: The Jobsystem is disabled, each job is executed in its invoking thread. 1: The JobSystem is enabled, each job is invoked in one of the worker threads.
Filters a Job. Usage: sys_job_system_filter name1,name2,.. Where 'name' refers to the exact name of the job, 0 disables it More than one job can be specified by using a comma separated list
Sets the number of threads to use for the job systemDefaults to 4 on consoles and 8 threads an PCSet to 0 to create as many threads as cores are available
Enable the job system profiler. Usage: sys_job_system_profiler 0: Disable the profiler 1: Show the full profiler 2: Show only the execution graph
Enables keyboard. Usage: sys_keyboard [0/1] Default is 1 (on).
Enables keyboard break handler
String list of available languages
Limits p_num_threads to physical CPU count - 1
Enable/disable LiveCreate. Values: 0-disabled, use Null implementation, 1-fully enabled, 2-disabled (but initialized)
Load frontend shader cache (on/off)
Toggles debugging of the Localization Manager. Usage: sys_localization_debug [0..3] 1: outputs warnings 2: outputs extended information and warnings 3: outputs CRC32 hashes and strings to help detect clashes Default is 0 (off).
Toggles encoding of translated text to save memory. REQUIRES RESTART. Usage: sys_localization_encode [0..1] 0: No encoding, store as wide strings 1: Huffman encode translated text, saves approx 30% with a small runtime performance cost Default is 0 (none).
Sets the folder where to look for localized data. This cvar allows for backwards compatibility so localized data under the game folder can still be found. Usage: sys_localization_folder Default: Localization
LocalMemoryUsage tool: Color alpha of the diagrams
LocalMemoryUsage tool: Distance of the diagram from the main debug object
LocalMemoryUsage tool: Radius of the diagram
LocalMemoryUsage tool: Distance of the streaming speed diagram from the streaming speed debug line
LocalMemoryUsage tool: Radius of the streaming speed diagram
LocalMemoryUsage tool: Width of the diagrams OBSOLATE
LocalMemoryUsage tool: If != 0, it will draw the numeric values
LocalMemoryUsage tool: Set the statobj geometry memory limit to check streaming (Mb/sec)
LocalMemoryUsage tool: Stat object geometry streaming speed limit (approx, Mb/sec)
LocalMemoryUsage tool: View distance for detailed debug draw
LocalMemoryUsage tool: If != 0, it will log the numeric values
LocalMemoryUsage tool: Maximal time difference (MSec) between calls
LocalMemoryUsage tool: Color alpha of the debug objects
LocalMemoryUsage tool: Height of the streaming buffer debug object
LocalMemoryUsage tool: Width of the streaming buffer debug object
LocalMemoryUsage tool: Optimal calculation time (MSec) per secundum
LocalMemoryUsage tool: View distance for debug draw
LocalMemoryUsage tool: Length of the streaming speed debug object
LocalMemoryUsage tool: Width of the streaming speed debug object
LocalMemoryUsage tool: Set the texture memory limit to check streaming (Mb/sec)
LocalMemoryUsage tool: Texture streaming speed limit (approx, Mb/sec)
LocalMemoryUsage tool: Warning ratio for streaming
Save allocation call stack
to combine all recorded level resources and create final stripped build (pass directory name as parameter)
find unused level resources
Specifies the physical CPU index main will run on
Specifies the maximum physics step in a separate thread
Limits the frame rate to specified number n (if n>0 and if vsync is disabled). 0 = on PC if vsync is off auto throttles fps while in menu or game is paused (default) -1 = off
Caps the time step for the movie system so that a cut-scene won't be jumped in the case of an extreme stall.
Enables to activate low memory situation is specific places in the code (argument defines which place), 0=off
Keep upto size bytes in a "deadlist" of allocations to assist in capturing tramples
Specifies the paks for a main menu loading
Specifies the minimum physics step in a separate thread
*TODO*
Toggles updating of system with sys_script_debugger. Usage: sys_noupdate [0/1] Default is 0 (system updates during debug).
Disables all paks that are not required by specific level; This is used with per level splitted assets.
Individual pak size limit for being loaded into memory (MB)
Load in memory paks from _LoadCache folder
Load mode switching paks from modes folder
Log all file access allowing you to easily see whether a file has been loaded directly, or which pak file.
Log synchronous file access when in game
If non-0, missing file names go to mastercd/MissingFilesX.log. 1) only resulting report 2) run-time report is ON, one entry per file 3) full run-time report
Message Box synchronous file access when in game
If set to 1, tells CryPak to try to open the file in pak first, then go to file system
If non-0, means number of kilobytes to use to read files in portions. Should only be used on Win9x kernels
Save resource list during initial loading
Save resource list when loading level
Save resource list during front end menu flow
Save resource list
Load in memory paks for faster streaming (cgf_cache.pak,dds_cache.pak)
Total limit (in MB) for all in memory paks
Validate file hashes in pak files for collisions
PerfHUD 0:off, 1:In focus, 2:Out of focus
Toggle FPS Buckets exclusive / inclusive
Toggle FPS Buckets exclusive / inclusive
Enables Physics Update
Specifies the physical CPU index physics will run on
Preload Game Resources
Output level loading stats into log 0 = Off 1 = Output basic info about loading time per function 2 = Output full statistics including loading time and memory allocations with call stack info
Output level loading dump stats into log
Render the splash screen during game initialization
Restore or test the cvar settings of game specific spec settings, 'test*' and 'info' log to the log file only Usage: sys_RestoreSpec [test|test*|apply|info]
*TODO*
Scales translation speed of supported 3DMouse devices.
Scales rotation speed of supported 3DMouse devices.
Specifies if screen saver is allowed to start up while the game is running.
Simulate a task in System:Update which takes X ms
Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=very high, 5=XBox360, 6=Playstation3, 7=XBoxOne, 8=PS4)
Console variable group to apply settings to multiple variables sys_spec_Full [1/2/3/4/default] [current]: ... sys_spec_GameEffects = 1/2/3/4/3 [3] ... sys_spec_ObjectDetail = 1/2/3/4/3 [3] ... sys_spec_Particles = 1/2/3/4/3 [3] ... sys_spec_Physics = 1/2/3/4/3 [3] ... sys_spec_PostProcessing = 1/2/3/4/3 [3] ... sys_spec_Shading = 1/2/3/4/3 [3] ... sys_spec_Shadows = 1/2/3/4/3 [3] ... sys_spec_Sound = 1/2/3/4/3 [3] ... sys_spec_Texture = 1/2/3/4/3 [3] ... sys_spec_TextureResolution = 1/2/3/4/3 [3] ... sys_spec_VolumetricEffects = 1/2/3/4/3 [3] ... sys_spec_Water = 1/2/3/4/3 [3] ... sys_spec_light = 1/2/3/4/3 [3]
Console variable group to apply settings to multiple variables sys_spec_GameEffects [3/default] [current]: ... i_lighteffects = 1/1 [1] ... mfx_Timeout = 0.01/0.01 [0.01]
Console variable group to apply settings to multiple variables sys_spec_Light [3/default] [current]:
Console variable group to apply settings to multiple variables sys_spec_ObjectDetail [1/2/3/4/default] [current]: ... ca_AttachmentCullingRation = 145/160/300/300/300 [200] ... e_CoverageBufferReproj = 6/6/6/6/6 [0] ... e_DecalsAllowGameDecals = 1/1/1/1/1 [1] ... e_DecalsLifeTimeScale = 1/2/2/2/2 [1] ... e_DecalsOverlapping = 1/1/1/1/1 [0] ... e_Dissolve = 2/2/2/2/2 [1] ... e_LodMin = 0/0/0/0/0 [0] ... e_LodRatio = 10/15/20/40/20 [6] ... e_MaxViewDistSpecLerp = 0.5/1/1/1/1 [1] ... e_MergedMeshesInstanceDist = 1.0/1.0/1.0/2.0/1.0 [4.5] ... e_MergedMeshesPool = 8192/8192/8192/16384/8192 [2750] ... e_ObjQuality = 1/2/3/4/3 [0] ... e_OcclusionCullingViewDistRatio = 1/1/1/1/1 [0.5] ... e_ProcVegetation = 1/1/1/1/1 [1] ... e_StatObjBufferRenderTasks = 1/1/1/1/1 [1] ... e_StreamCgf = 0/0/0/0/0 [1] ... e_TerrainLodRatio = 1/1/1/0.5/1 [1] ... e_TerrainOcclusionCullingMaxDist = 130/200/200/200/200 [200] ... e_Tessellation = 0/0/0/1/0 [1] ... e_VegetationMinSize = 0.5/0/0/0/0 [0] ... e_ViewDistMin = 10/10/10/10/10 [0] ... e_ViewDistRatio = 50/75/100/125/100 [60] ... e_ViewDistRatioCustom = 60/100/100/125/100 [60] ... e_ViewDistRatioDetail = 25/35/100/125/100 [30] ... e_ViewDistRatioLights = 25/50/50/75/50 [50] ... e_ViewDistRatioVegetation = 50/75/100/125/100 [30] ... es_DebrisLifetimeScale = 0.6/0.8/1/1/1 [1] ... r_DrawNearZRange = 0.12/0.12/0.12/0.08/0.12 [0.12] ... r_FlaresTessellationRatio = 0.25/1/1/1/1 [1] ... r_SilhouettePOM = 0/0/0/1/0 [0] ... r_usezpass = 2/2/2/2/2 [2] ... sys_flash_curve_tess_error = 4/2/2/2/2 [1]
Console variable group to apply settings to multiple variables sys_spec_Particles [1/2/3/4/default] [current]: ... e_ParticlesMaxScreenFill = 32/64/128/160/128 [64] ... e_ParticlesMinDrawPixels = 1.5/1/1/1/1 [1] ... e_ParticlesMotionBlur = 0/0/0/1/0 [1] ... e_ParticlesObjectCollisions = 1/1/2/2/2 [1] ... e_ParticlesQuality = 2/3/4/4/4 [0] ... r_ParticlesHalfRes = 1/0/0/0/0 [0] ... r_ParticlesTessellation = 0/1/1/1/1 [1]
Console variable group to apply settings to multiple variables sys_spec_Physics [1/3/default] [current]: ... e_CullVegActivation = 30/50/50 [200] ... e_FoliageWindActivationDist = 10/25/25 [0] ... e_PhysOceanCell = 1/0.5/0.5 [0] ... e_PhysProxyTriLimit = 10000/10000/10000 [5000] ... es_MaxPhysDist = 50/100/100 [300] ... es_MaxPhysDistInvisible = 15/25/25 [40] ... g_breakage_particles_limit = 80/160/160 [200] ... g_tree_cut_reuse_dist = 0.35/0/0 [0] ... p_gravity_z = -13/-13/-13 [-9.8] ... p_max_MC_iters = 4000/6000/6000 [6000] ... p_max_object_splashes = 3/3/3 [0] ... p_max_substeps_large_group = 5/5/5 [5] ... p_num_bodies_large_group = 100/100/100 [30] ... p_splash_dist0 = 7/7/7 [7] ... p_splash_dist1 = 30/30/30 [30] ... p_splash_force0 = 10/10/10 [15000] ... p_splash_force1 = 100/100/100 [150000] ... p_splash_vel0 = 4.5/4.5/4.5 [4.5] ... p_splash_vel1 = 10/10/10 [10] ... v_vehicle_quality = 4/4/4 [4]
Console variable group to apply settings to multiple variables sys_spec_PostProcessing [1/2/3/4/default] [current]: ... q_ShaderHDR = 1/1/2/3/2 [1] ... q_ShaderPostProcess = 1/1/2/3/2 [1] ... r_ChromaticAberration = 0/0/0/0/0 [0] ... r_ColorGrading = 2/2/2/2/2 [1] ... r_ColorGradingChartsCache = 4/0/0/0/0 [4] ... r_DepthOfField = 2/2/2/2/2 [2] ... r_DepthOfFieldDilation = 0/0/0/0/0 [1] ... r_HDRBloomRatio = 0.15/0.15/0.15/0.15/0.15 [0.15] ... r_HDRBrightLevel = 1.0/1.0/1.0/1.0/1.0 [1.25] ... r_HDRRendering = 1/1/1/1/1 [1] ... r_MotionBlur = 2/2/2/2/2 [2] ... r_MotionBlurMaxViewDist = 16/32/32/32/32 [16] ... r_MotionBlurQuality = 0/1/1/2/1 [1] ... r_MotionBlurShutterSpeed = 13/13/13/13/13 [13] ... r_PostProcessHUD3DCache = 2/2/0/0/0 [2] ... r_RainMaxViewDist_Deferred = 40/100/150/150/150 [40] ... r_Sharpening = 0/0/0/0/0 [0] ... r_SunShafts = 2/2/2/2/2 [2]
Console variable group to apply settings to multiple variables sys_spec_Quality [1/2/3/4/default] [current]: ... q_Renderer = 1/1/2/3/2 [3] ... q_ShaderFX = 1/1/2/3/2 [1] ... q_ShaderGeneral = 1/1/2/3/2 [1] ... q_ShaderGlass = 1/1/2/3/2 [1] ... q_ShaderIce = 1/1/2/3/2 [1] ... q_ShaderMetal = 1/1/2/3/2 [1] ... q_ShaderShadow = 1/1/2/3/2 [1] ... q_ShaderSky = 1/1/2/3/2 [1] ... q_ShaderTerrain = 1/1/2/3/2 [1] ... q_ShaderVegetation = 1/1/2/3/2 [1]
Console variable group to apply settings to multiple variables sys_spec_Shading [1/2/3/4/default] [current]: ... e_DynamicLightsMaxEntityLights = 7/11/16/16/16 [16] ... e_GI = 0/0/0/0/0 [0] ... e_GIAmount = 0.6/0.6/0.6/0.6/0.6 [1] ... e_GIMaxDistance = 50/100/100/100/100 [50] ... e_GINumCascades = 1/1/1/1/1 [1] ... e_LightVolumes = 1/1/1/1/1 [1] ... e_SkyUpdateRate = 0.5/1/1/1/1 [0.12] ... e_TerrainAo = 0/1/1/1/1 [1] ... e_TerrainNormalMap = 0/1/1/1/1 [1] ... e_VegetationUseTerrainColor = 1/1/1/1/1 [1] ... r_DeferredShadingTiled = 1/1/1/1/1 [0] ... r_DeferredShadingTiledHairQuality = 1/1/1/2/1 [2] ... r_DetailDistance = 4/8/8/8/8 [6] ... r_EnvTexUpdateInterval = 0.075/0.05/0.05/0.05/0.05 [0.001] ... r_Refraction = 1/1/1/1/1 [1] ... r_SSAO = 0/0/0/0/0 [5] ... r_SSAODownscale = 1/1/0/0/0 [0] ... r_SSAOQuality = 1/2/3/3/3 [3] ... r_ssdo = 1/1/1/1/1 [1] ... r_ssreflections = 1/1/1/1/1 [0] ... sys_flash_edgeaa = 1/1/1/1/1 [1] ... sys_spec_Quality = 1/2/3/4/3 [3]
Console variable group to apply settings to multiple variables sys_spec_Shadows [1/2/3/4/default] [current]: ... e_GsmCache = 1/0/0/0/0 [0] ... e_GsmLodsNum = 4/5/5/5/5 [5] ... e_GsmRange = 3/3/3/3/3 [3] ... e_ParticlesShadows = 0/1/1/1/1 [1] ... e_Shadows = 1/1/1/1/1 [1] ... e_ShadowsCastViewDistRatio = 0.8/1/1/1/1 [0.8] ... e_ShadowsLodBiasFixed = 1/0/0/0/0 [1] ... e_ShadowsMaxTexRes = 512/1024/1024/1024/1024 [1024] ... e_ShadowsOnAlphaBlend = 0/0/0/0/0 [0] ... e_ShadowsPoolSize = 2048/2048/2048/4096/2048 [2048] ... e_ShadowsResScale = 3.4/3.4/3.4/40/3.4 [2.8] ... e_ShadowsTessellateCascades = 1/1/1/1/1 [1] ... e_ShadowsTessellateDLights = 0/0/0/0/0 [0] ... e_ShadowsUpdateViewDistRatio = 128/128/128/256/128 [128] ... r_DrawNearShadows = 0/0/0/1/0 [0] ... r_FogShadows = 0/2/2/1/2 [0] ... r_FogShadowsWater = 0/0/0/1/0 [1] ... r_ShadowBlur = 0/3/3/3/3 [3] ... r_ShadowJittering = 1/1/2.5/2.5/2.5 [3.4] ... r_ShadowPoolMaxFrames = 30/30/30/0/30 [30] ... r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 6/6/6/100/6 [1] ... r_ShadowsPCFiltering = 1/1/1/1/1 [1] ... r_ShadowsStaticMap = 4/4/4/4/4 [0] ... r_ShadowsUseClipVolume = 1/1/1/1/1 [1]
Console variable group to apply settings to multiple variables sys_spec_Sound [3/default] [current]:
Console variable group to apply settings to multiple variables sys_spec_Texture [1/2/3/default] [current]: ... r_DynTexAtlasCloudsMaxSize = 24/24/32/32 [32] ... r_DynTexAtlasSpritesMaxSize = 16/16/32/32 [32] ... r_DynTexMaxSize = 50/60/80/80 [48] ... r_EnvCMResolution = 0/1/2/2 [1] ... r_EnvTexResolution = 1/2/3/3 [3] ... r_ImposterRatio = 2/1.5/1/1 [1] ... r_TexAtlasSize = 512/2048/2048/2048 [1024] ... r_TexMaxAnisotropy = 8/16/16/16 [8] ... r_TexMinAnisotropy = 8/16/16/16 [0] ... r_TexNoAnisoAlphaTest = 0/0/0/0 [0]
Console variable group to apply settings to multiple variables sys_spec_TextureResolution [1/2/3/4/default] [current]: ... r_TexturesStreamPoolSize = 384/512/640/768/640 [512] ... r_TexturesStreamingSkipMips = 1/0/0/0/0 [0]
Console variable group to apply settings to multiple variables sys_spec_VolumetricEffects [1/2/3/default] [current]: ... e_Clouds = 1/1/1/1 [0] ... r_Beams = 0/0/5/5 [3] ... r_BeamsDistFactor = 0.5/0.5/0.05/0.05 [0.01] ... r_BeamsMaxSlices = 32/64/200/200 [200]
Console variable group to apply settings to multiple variables sys_spec_Water [1/2/3/4/default] [current]: ... e_WaterOceanFFT = 1/1/1/1/1 [0] ... e_WaterTessellationAmount = 1/10/10/10/10 [10] ... e_WaterTessellationAmountX = 10/10/10/85/10 [10] ... e_WaterTessellationAmountY = 10/10/10/85/10 [10] ... e_WaterTessellationSwathWidth = 10/10/10/10/10 [12] ... q_ShaderWater = 1/2/2/2/2 [1] ... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05 [0.05] ... r_WaterTessellationHW = 0/0/0/1/0 [0] ... r_WaterUpdateDistance = 1/1/0.2/0.2/0.2 [2] ... r_WaterUpdateFactor = 0.1/0.05/0.0/0.0/0.0 [0.01] ... r_WaterVolumeCaustics = 0/0/0/1/0 [1] ... r_WaterVolumeCausticsDensity = 64/128/256/256/256 [128] ... r_WaterVolumeCausticsMaxDist = 20/25/35/35/35 [35] ... r_WaterVolumeCausticsRes = 384/512/1024/1024/1024 [512] ... r_WaterVolumeCausticsSnapFactor = 1/1/1/1/1 [1]
Show SourceSafe information (Name,Comment,Date) for file errors.Usage: sys_SSInfo [0/1] Default is 0 (off)
steam appId used for development testing
Specifies the physical CPU file IO thread run on
Specifies the physical CPU file IO worker thread/s run on
Enable streaming debug information 0=off 1=Streaming Stats 2=File IO 3=Request Order 4=Write to Log 5=Stats per extension 6=Xenon file cache info
Set streaming debug information filter. 0=all 1=Texture 2=Geometry 3=Terrain 4=Animation 5=Music 6=Sound 7=Shader
Set streaming debug information filter
Show only slow items.
Streaming of large files happens in blocks
Enables capping of max streaming bandwidth in MB/s
Maximum stream finalizing calls per frame to reduce the CPU impact on main thread (0 to disable)
Temp memory streaming system can use in KB
Streaming requests are grouped by request time and then sorted by disk offset
Reset all the streaming stats
Allow usage of an extra optical drive thread for faster streaming from 2 medias
Dumps the results onto disk.
Starts the stroboscope profiler. Usage: sys_StroboscopeStart [Duration] [StartDelay] [Throttle] [ThreadId...]
Stops the stroboscope profiler.
Specifies the physical CPU index taskthread0 will run on
Specifies the physical CPU index taskthread1 will run on
Specifies the physical CPU index taskthread2 will run on
Specifies the physical CPU index taskthread3 will run on
Specifies the physical CPU index taskthread4 will run on
Specifies the physical CPU index taskthread5 will run on
Telemetry stream keep-alive time
Telemetry stream file name
Telemetry stream ip address
Enables TrackView Update
Enable stream reads via an uncached file handle
Time to keep updates timings history for.
Use the platform APIs for saving and loading (complies with TRCs, but allocates lots of memory)
Use encryption cipher when using the platform APIs for saving and loading
Specifies the name of the user folder inside the 'Users/ /Saved Games/' folder, otherwise if left blank the User folder will be stored inside the root.
Use steam cloud for save games and profile on PC (instead of the user folder)
Override system file/product version
*TODO*
Toggles printing system warnings. Usage: sys_warnings [0/1] Default is 0 (off).
Enables Windows Error Reporting
Delete all files from steam cloud for this user
Enable 360 system message box for asserts