Cheat: Dev Cheat List Part IV
Current Rating: Not Rated
r_brightness: Changes gamma tables
r_cgFragmentProfile: arbfp1, fp30
r_cgVertexProfile: arbvp1, vp20, vp30
r_checkBounds: Compare all surface bounds
with precalculated ones
r_clear: Force screen clear every
frame, 1 = purple, 2 =
black, 'r g b' = custom
r_customHeight: Custom screen height
r_customWidth: Custom screen width
r_debugArrowStep: Step size of arrow cone line
rotation in degrees
r_debugLineDepthTest: Perform depth test on debug
lines
r_debugLineWidth: Width of debug lines
r_debugPolygonFilled: Draw a filled polygon
r_demonstrateBug: Used during development to
show IHV's their problems
r_displayRefresh: optional display refresh
rate option for vid mode
r_finish: force a call to glFinish()
every frame
r_flareSize: scale the flare deforms from
the material def
r_forceLoadImages: draw all images to screen
after registration
r_frontBuffer: draw to front buffer for
debugging
r_fullscreen: 0 = windowed, 1 = full screen
r_gamma: changes gamma tables
r_glDriver: "opengl32", etc.
r_hdr_bloomFraction: fraction to smear across
neighbors
r_hdr_exposure: Maximum light scale
r_hdr_gamma: Monitor gamma power
r_hdr_monitorDither: Random dither in monitor
space
r_hdr_useFloats: Use a floating point
rendering buffer
r_ignore: Used for random debugging
without defining new vars
r_ignore2: Used for random debugging
without defining new vars
r_ignoreGLErrors: Ignore GL errors
r_inhibitFragmentProgram:Ignore the fragment program
extension
r_jitter: randomly subpixel jitter the
projection matrix
r_jointNameOffset: offset of joint names when
r_showskel is set to 1
r_jointNameScale: size of joint names when
r_showskel is set to 1
r_lightAllBackFaces: light all the back faces,
even when they would be
shadowed
r_lightScale: all light intensities are
multiplied by this
r_lightSourceRadius: for soft-shadow sampling
r_lockSurfaces: allow moving the view point
without changing the
composition of the scene,
including culling
r_logFile: number of frames to emit GL
logs
r_materialOverride: overrides all materials
r_megaTextureLevel: draw only a specific level
r_mergeModelSurfaces: combine model surfaces with
the same material
r_mode: video mode number
r_multiSamples: number of antialiasing
samples
r_offsetfactor: polygon offset parameter
r_offsetunits: polygon offset parameter
r_orderIndexes: perform index reorganization
to optimize vertex use
r_renderer: hardware specific renderer
path to use
r_sb_biasScale: scale factor for jitter bias
r_sb_frustomFOV: oversize FOV for point light
side matching
r_sb_jitterScale: scale factor for jitter
offset
r_sb_lightResolution: Pixel dimensions for each
shadow buffer, 64 - 2048
r_sb_linearFilter: Use GL_LINEAR instead of
GL_NEAREST on shadow maps
r_sb_noShadows: don't draw any occluders
r_sb_occluderFacing: 0 = front faces, 1 = back
faces, 2 = midway between
r_sb_polyOfsFactor: polygonOffset factor for
drawing shadow buffer
r_sb_polyOfsUnits: polygonOffset units for
drawing shadow buffer
r_sb_randomize: randomly offset jitter
texture each draw
r_sb_samples: 0, 1, 4, or 16
r_sb_screenSpaceShadow: build shadows in screen
space instead of on surfaces
r_sb_showFrustumPixels: color the pixels contained
in the frustum
r_sb_singleSide: only draw a single side (0-
5) of points lights
r_sb_useCulling: cull geometry to individual
side frustums
r_sb_usePbuffer: draw offscreen
r_sb_viewResolution: Width of screen space shadow
sampling screenFraction for
testing fill rate, the
resolution of the entire
screen can be changed
r_shadowPolygonFactor: scale value for stencil
shadow drawing
r_shadowPolygonOffset: bias value added to depth
test for stencil shadow
drawing
r_shadows: enable shadows
r_showAlloc: report alloc/free counts
r_showCull: report sphere and box
culling stats
r_showDefs: report the number of
modeDefs and lightDefs in
view
r_showDemo: report reads and writes to
the demo file
r_showDepth: display the contents of the
depth buffer and the depth
range
r_showDominantTri: draw lines from vertexes to
center of dominant triangles
r_showDynamic: report stats on dynamic
surface generation
r_showEdges: draw the sil edges
r_showEntityScissors: show entity scissor
rectangles
r_showImages: 1 = show all images instead
of rendering, 2 = show in
proportional size
r_showIntensity: draw the screen colors based
on intensity, red = 0, green
= 128, blue = 255
r_showInteractionFrustums:1
= show a frustum for each
interaction, 2 = also draw
lines to light origin, 3 =
also draw entity bbox
r_showInteractions: report interaction
generation activity
r_showInteractionScissors: 1 = show screen rectangle
which contains the
interaction frustum, 2 =
also draw construction lines
r_showLightCount: 1 = colors surfaces based on
light count, 2 = also count
everything through walls, 3
= also print overdraw
r_showLights: 1 = just print volumes
numbers, highlighting ones
covering the view, 2 = also
draw planes of each volume,
3 = also draw edges of each
volume
r_showLightScale: report the scale factor
applied to drawing: for
overbrights
r_showLightScissors: show light scissor rectangles
r_showMegaTexture: display all the level images
r_showMegaTextureLabels: draw colored blocks in each
tile
r_showMemory: print frame memory
utilization
r_showNormals: draws wireframe normals
r_showOverDraw: 1 = geometry overdraw, 2 =
light interaction overdraw,
3 = geometry and light
interaction overdraw
r_showPortals: draw portal outlines in
color based on passed / not
passed
r_showPrimitives: report drawsurf/index/vertex
counts
r_showShadowCount: colors screen based on
shadow volume depth
complexity, >= 2 = print
overdraw count based on
stencil index values, 3 =
only show turboshadows, 4 =
only show static shadows
r_showShadows: 1 = visualize the stencil
shadow volumes, 2 = draw
filled in
r_showSilhouette: highlight edges that are
casting shadow planes
r_showSkel: draw the skeleton when model
animates, 1 = draw model
with skeleton, 2 = draw
skeleton only
r_showSmp: show which end (front or
back) is blocking
r_showSurfaceInfo: show surface material name
under crosshair
r_showSurfaces: report surface/light/shadow
counts
r_showTangentSpace: shade triangles by tangent
space, 1 = use 1st tangent
vector, 2 = use 2nd tangent
vector, 3 = use normal vector
r_showTexturePolarity: shade triangles by texture
area polarity
r_showTextureVectors: if > 0 draw each triangles
texture (tangent) vectors
r_showTrace: show the intersection of an
eye trace with the world
r_showTris: enables wireframe rendering
of the world, 1 = only draw
visible ones, 2 = draw all
front facing, 3 = draw all
r_showUnsmoothedTangents:if 1, put all nvidia
register combiner
programming in display lists
r_showUpdates: report entity and light
updates and ref counts
r_showVertexCache
r_showVertexColor: draws all triangles with the
solid vertex color
r_showViewEntitys: 1 = displays the bounding
boxes of all view models, 2
= print index numbers
r_singleArea: only draw the portal area
the view is actually in
r_singleEntity: suppress all but one entity
r_singleLight: suppress all but one light
r_singleSurface: suppress all but one surface
on each entity
r_singleTriangle: only draw a single triangle
per primitive
r_skipAmbient: bypasses all non-interaction
drawing
r_skipBackEnd: don't draw anything
r_skipBlendLights: skip all blend lights
r_skipBump: uses a flat surface instead
of the bump map
r_skipCopyTexture: do all rendering, but don't
actually copyTexSubImage2D
r_skipDeforms: leave all deform materials
in their original state
r_skipDiffuse: use black for diffuse
r_skipDynamicTextures: don't dynamically create
textures
r_skipFogLights: skip all fog lights
r_skipFrontEnd: bypasses all front end work,
but 2D gui rendering still
draws
r_skipGuiShaders: 1 = skip all gui elements on
surfaces, 2 = skip drawing
but still handle events, 3 =
draw but skip events
r_skipInteractions: skip all light/surface
interaction drawing
r_skipLightScale: don't do any post-
interaction light scaling,
makes things dim on low-
dynamic range cards
r_skipMegaTexture: only use the lowest level
image
r_skipNewAmbient: bypasses all vertex/fragment
program ambient drawing
r_skipOverlays: skip overlay surfaces
r_skipParticles: 1 = skip all particle systems
r_skipPostProcess: skip all post-process
renderings
r_skipRender: skip 3D rendering, but pass
2D
r_skipRenderContext: NULL the rendering context
during backend 3D rendering
r_skipROQ: skip ROQ decoding
r_skipSpecular: use black for specular1
r_skipSubviews: 1 = don't render any gui
elements on surfaces
r_skipSuppress: ignore the per-view
suppressions
r_skipTranslucent: skip the translucent
interaction rendering
r_skipUpdates: 1 = don't accept any entity
or light updates making
everything static
r_slopNormal: merge normals that dot less
than this
r_slopTexCoord: merge texture coordinates
this far apart
r_slopVertex: merge xyz coordinates this
far apart
r_subviewOnly: 1 = don't render main view,
allowing subviews to be
debugged
r_swapInterval: changes wglSwapIntarval
r_terrainScale: vertically scale USGS data
r_testARBProgram: experiment with
vertex/fragment programs
r_testGamma: if > 0 draw a grid pattern
to test gamma levels
r_testGammaBias: if > 0 draw a grid pattern
to test gamma levels
r_testStepGamma: if > 0 draw a grid pattern
to test gamma levels
r_useCachedDynamicModels:cache snapshots of dynamic
models
r_useClippedLightScissors: 0 = full screen when near
clipped, 1 = exact when near
clipped, 2 = exact always
r_useCombinerDisplayLists: put all nvidia register
combiner programming in
display lists
r_useConstantMaterials: use pre-calculated material
registers if possible
r_useCulling: 0 = none, 1 = sphere, 2 =
sphere + box
r_useDeferredTangents: defer tangents calculations
after deform
r_useDepthBoundsTest: use depth bounds test to
reduce shadow fill
r_useEntityCallbacks: if 0, issue the callback
immediately at update time,
rather than defering
r_useEntityCulling: 0 = none, 1 = box
r_useEntityScissors: 1 = use custom scissor
rectangle for each entity
r_useExternalShadows: 1 = skip drawing caps when
outside the light volume, 2
= force to no caps for
testing
r_useFrustumFarDistance: if != 0 force the view
frustum far distance to this
distance
r_useIndexBuffers: use ARB_vertex_buffer_object
for indexes
r_useInfiniteFarZ: Use the no-far-clip-plane
trick
r_useInteractionCulling: 1 = cull interactions
r_useInteractionScissors:1 = use a custom scissor
rectangle for each shadow
interaction, 2 = also crop
using portal scissors
r_useInteractionTable: create a full entityDefs *
lightDefs table to make
finding interactions faster
r_useLightCulling: 0 = none, 1 = box, 2 = exact
clip of polyhedron faces, 3
= also areas
r_useLightPortalFlow: use a more precise area
reference determination
r_useLightScissors: 1 = use custom scissor
rectangle for each light
r_useNodeCommonChildren: stop pushing reference
bounds early when possible
r_useNV20MonoLights: use pass optimization for
mono lights
r_useOptimizedShadows: use the dmap generated
static shadow volumes
r_usePortals: 1 = use portals to perform
area culling, otherwise draw
everything
r_usePreciseTriangleInteractions: 1 = do winding
clipping to determine if each
ambiguous tri should be lit
r_useScissor: scissor clip as portals and
lights are processed
r_useShadowCulling: try to cull shadows from
partially visible lights
r_useShadowProjectedCull:discard triangles outside
light volume before shadowing
r_useShadowSurfaceScissor: scissor shadows by the
scissor rect of the
interaction surfaces
r_useShadowVertexProgram:do the shadow projection in
the vertex program on
capable cards
r_useSilRemap: consider verts with the same
XYZ, but different ST the
same for shadows
r_useStateCaching: avoid redundant state
changes in GL_*() calls
r_useTripleTextureARB: cards with 3+ texture units
do a two pass instead of
three pass
r_useTurboShadow: use the infinite projection
with W technique for dynamic
shadows
r_useTwoSidedStencil: do stencil shadows in one
pass with different ops on
each side
r_useVertexBuffers: use ARB_vertex_buffer_object
for vertexes
r_vertexBufferMegs
r_near: near Z clip plane distance
radiant_ALTEdgeDrag
radiant_AngleSpeed
radiant_Autosave
radiant_AutosaveMinutes
radiant_camerawindow
radiant_CamXYUpdate
radiant_ChaseMouse
radiant_CubicClipping
radiant_CubicScale
radiant_entityMode
radiant_EntityShow
radiant_HiColorTextures
radiant_InspectorDockedDialogs
radiant_InspectorsWindow
radiant_LastMap
radiant_LastProject
radiant_LoadLast
radiant_LoadLastMap
radiant_LoadShaders
radiant_MainWindowPlace
radiant_ModelPath
radiant_MoveSpeed
radiant_NewFaceGrab
radiant_NewLightStyle
radiant_NewMapFormat
radiant_NewRightClick
radiant_NewTextureWindowStuff
radiant_NewVertex
radiant_NoClamp
radiant_NoStipple
radiant_QE4Paint
radiant_QE4StyleWindows
radiant_RadiantMapPath
radiant_RotateLock
radiant_Rotation
radiant_RunBefore
radiant_SavedInfo
radiant_SelectWholeEntitiesKey
radiant_SizePainting
radiant_Snapshots
radiant_SnapT
radiant_StatusPointSize
radiant_SwitchClipKey
radiant_TextureLock
radiant_TextureQuality
radiant_TextureScale
radiant_TextureScrollbar
radiant_texwindow
radiant_UndoLevels
radiant_UseDisplayLists
radiant_UseGLLighting
radiant_UseTextureBar
radiant_WideToolBar
radiant_xywindow
radiant_XZVIS
radiant_xzwindow
radiant_YZVIS
radiant_yzwindow
radiant_ZClipBottom
radiant_ZClipEnabled
radiant_ZClipTop
radiant_ZVIS
radiant_zwindow
rb_showActive: show rigid bodies that are not at rest
rb_showBodies: show rigid bodies
rb_showInertia: show the inertia tensor of
each rigid body
rb_showMass: show the mass of each rigid
body
rb_showTimings: show rigid body cpu usage
rb_showVelocity: show the velocity of each
rigid body