g_SkipIntro (0/1; deaktiviert die Introvideos)
g_enableInitialLoginScreen (0/1); deaktiviert die Mycrysis-Anmeldung)
Hide_HUD (0/1; deaktiviert das HUD - Achtung: einige Missionsziele sind so nicht erfüllbar! Funktioniert nicht via autoexec)
cl_BobHud (0/1; schaltet das Kamerawackeln beim Laufen ab)
cl_FOV (Standard ist 55; erweitert oder verkleinert das Sichtfeld)
pl_Movement.Power_Sprint_TargetFov (Standard ist 55; erweitert oder verkleinert das Sichtfeld während des Sprintens im Power-Modus)
i_Mouse_Accel (0/1; deaktiviert die Mausbeschleunigung)
cl_ZoomToggle (0/1; deaktiviert den doppelten Tastendruck für den Waffen-Zoom)
cl_CrouchToggle (0/1; deaktiviert den doppelten Tastendruck für die Ducken-Funktion)
e_ShadowsMaxTexRes (Standard ist 1024; erhöht oder senkt die Schattenauflösung in 512er Schritten; Werte über 1536 führen zu Grafikfehlern)
r_TexMaxAnisotropy (Standard ist 8; 16 stellt das Maximum der anisotropen Texturfilterung dar)
r_PostMSAA (Standard ist 2; 0 deaktiviert das auf SRAA basierende Post-MSAA, 1 verringert die Qualität)
r_UseEdgeAA (Standard ist 1 und aktiviert die Blur-Stufe; 2 aktiviert die Glättung von Kanten, 3 steigert per Laplace-Algorithmus die Qualität)
r_MotionBlur (Standard ist 1 und aktiviert nur Camera-Motion-Blur; 0 deaktiviert die Bewegungsunschärfe und 2 fügt Objetct-Motion-Blur hinzu)
r_DepthOfField (Standard ist 1 und aktiviert die Tiefenunschärfe; 0 deaktiviert die Tiefenunschärfe und 2 verbessert sie durch HDR; funktioniert nicht via autoexec)
r_DepthOfFieldBokehQuality (Standard ist 0 und sampelt mit 32-fach; 1 sampelt 64-fach für höhere Qualität; funktioniert nicht via autoexec)
r_HDRGrainAmount(Standard ist 0.6; 0 deaktiviert die Körnung im Himmel)
r_HDRVignetting (Standard ist 1; 0 deaktiviert die Vignettierung an den Rändern des Bildes; funktioniert nicht via autoexec)
r_glow (Standard ist 1; 0 deaktiviert die Glüheffekte; funktioniert nicht via autoexec)
r_GlowAnamorphicFlares (Standard ist 0; 1 aktiviert anamorphotisches Glühen)
g_RadialBlur (Standard ist 1; 0 deaktiviert die Unschärfe bei Explosionen)
r_SSAO (Standard ist 4; 0 deaktiviert die Umgebungsverdeckung; 1-3 verringern die Qualität)
r_CloudsUpdateAlways (Standard ist 0; 1 aktualisiert die Wolkendarstellung mit jedem Frame; funktioniert nicht via autoexec)
r_TexturesStreaming (Standard ist 0; deaktiviert das Streamen von Texturen; funktioniert nicht via autoexec)
e_ViewDistRatio (Standard ist 100; kleinere Werte erhöhen die Sichtweite)
e_ViewDistRatioDetail (Standard ist 100; kleinere Werte erhöhen die Sichtweite)
e_ViewDistRatioVegetation (Standard ist 100; kleinere Werte erhöhen die Sichtweite)
e_VegetationSpritesDistanceRatio (Standard ist 1.5; kleinere Werte erhöhen die Distanz, bevor Sprites genutzt werden)
Quelle
---
variable: sys_spec_Full
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_Full [4/x]:
... sys_spec_GameEffects = 4/4
... sys_spec_ObjectDetail = 4/4
... sys_spec_Particles = 4/4
... sys_spec_Physics = 4/4
... sys_spec_PostProcessing = 4/4
... sys_spec_Shading = 4/4
... sys_spec_Shadows = 4/4
... sys_spec_Sound = 4/4
... sys_spec_Texture = 4/4
... sys_spec_VolumetricEffects = 4/4
... sys_spec_Water = 4/4
variable: sys_spec_GameEffects
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_GameEffects [4/x]:
... g_battleDust_enable = 1/1
... g_corpseMinDistance = 40.0/40.0
... g_corpseMinTime = 15.0/15.0
... g_corpseUnseenTime = 2/2
... i_lighteffects = 1/1
... mfx_Timeout = 0.01/0.01
variable: sys_spec_ObjectDetail
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_ObjectDetail [4/x]:
... ca_AttachmentCullingRation = 300/300
... ca_DrawFaceAttachments = 1/1
... e_DecalsAllowGameDecals = 1/1
... e_DecalsLifeTimeScale = 2/2
... e_Dissolve = 2/2
... e_LodMin = 0/0
... e_LodRatio = 20/20
... e_Lods = 0/0
... e_MaxViewDistSpecLerp = 1/1
... e_ObjQuality = 4/4
... e_OcclusionCullingViewDistRatio = 1/1
... e_ProcVegetation = 1/1
... e_TerrainDetailMaterialsViewDistXY = 4096/4096
... e_TerrainDetailMaterialsViewDistZ = 256/256
... e_TerrainOcclusionCullingMaxDist = 200/200
... e_VegetationBending = 1/1
... e_VegetationMinSize = 0/0
... e_VegetationSpritesDistanceCustomRatioMin = 1/1
... e_VegetationSpritesDistanceRatio = 1.5/1.5
... e_ViewDistMin = 10/10
... e_ViewDistRatio = 100/100
... e_ViewDistRatioCustom = 100/100
... e_ViewDistRatioDetail = 100/100
... e_ViewDistRatioLights = 50/50
... e_ViewDistRatioVegetation = 100/100
... e_streamCgf = 0/0
... es_DebrisLifetimeScale = 1/1
... sys_flash_curve_tess_error = 2/2
variable: sys_spec_Particles
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_Particles [4/x]:
... e_ParticlesEmitterPoolSize = 4096/4096
... e_ParticlesMaxScreenFill = 128/128
... e_ParticlesMinDrawPixels = 1/1
... e_ParticlesObjectCollisions = 2/2
... e_ParticlesPoolSize = 8192/8192
... e_ParticlesQuality = 4/4
... r_UseSoftParticles = 1/1
variable: sys_spec_Physics
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_Physics [4/x]:
... e_CullVegActivation = 50/50
... e_FoliageWindActivationDist = 25/25
... e_PhysFoliage = 2/2
... e_PhysOceanCell = 0.5/0.5
... es_MaxPhysDist = 200/200
... es_MaxPhysDistInvisible = 25/25
... g_breakage_particles_limit = 250/250
... g_joint_breaking = 1/1
... g_tree_cut_reuse_dist = 0/0
... p_gravity_z = -13/-13
... p_joint_damage_accum = 2/2
... p_joint_damage_accum_threshold = 0.2/0.2
... p_max_MC_iters = 6000/6000
... p_max_object_splashes = 3/3
... p_max_substeps_large_group = 5/5
... p_num_bodies_large_group = 100/100
... p_splash_dist0 = 7/7
... p_splash_dist1 = 30/30
... p_splash_force0 = 10/10
... p_splash_force1 = 100/100
... p_splash_vel0 = 4.5/4.5
... p_splash_vel1 = 10/10
... v_vehicle_quality = 4/4
variable: sys_spec_PostProcessing
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_PostProcessing [4/x]:
... r_Coronas = 1/1
... r_DepthOfField = 2/2
... r_Flares = 1/1
... r_GlowAnamorphicFlares = 1/1
... r_MotionBlur = 2/2
... r_RainMaxViewDist_Deferred = 100/100
... r_UseEdgeAA = 2/2
... r_colorgrading = 2/2
... r_sunshafts = 1/1
variable: sys_spec_Quality
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_Quality [4/x]:
... q_Renderer = 3/3
... q_ShaderFX = 3/3
... q_ShaderGeneral = 3/3
... q_ShaderGlass = 3/3
... q_ShaderHDR = 3/3
... q_ShaderIce = 3/3
... q_ShaderMetal = 3/3
... q_ShaderPostProcess = 3/3
... q_ShaderShadow = 3/3
... q_ShaderSky = 3/3
... q_ShaderTerrain = 3/3
... q_ShaderVegetation = 3/3
... q_ShaderWater = 3/3
variable: sys_spec_Shading
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_Shading [4/x]:
... e_DynamicLightsMaxEntityLights = 16/16
... e_GI = 1/1
... e_GIMaxDistance = 100/100
... e_GINumCascades = 1/1
... e_ParticlesLights = 1/1
... e_SkyType = 1/1
... e_SkyUpdateRate = 1/1
... e_TerrainAo = 1/1
... e_TerrainNormalMap = 1/1
... e_VegetationUseTerrainColor = 1/1
... r_DetailDistance = 8/8
... r_DetailNumLayers = 2/2
... r_DetailTextures = 1/1
... r_EnvTexUpdateInterval = 0.05/0.05
... r_EyeAdaptationBase = 0.1/0.1
... r_EyeAdaptationFactor = 0.85/0.85
... r_HDRBlueShift = 1.0/1.0
... r_HDRBrightLevel = 0.85/0.85
... r_HDRBrightOffset = 5/5
... r_HDRBrightThreshold = 6/6
... r_HDRFlaresCache = 0/0
... r_HDRLevel = 6/6
... r_HDROffset = 10/10
... r_HDRRendering = 2/2
... r_SSAODownscale = 0/0
... r_SSAOQuality = 3/3
... r_TexturesFilteringQuality = 0/0
... r_UsePom = 1/1
... r_refraction = 1/1
... sys_flash_edgeaa = 1/1
... sys_spec_Quality = 4/4
variable: sys_spec_Shadows
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_Shadows [4/x]:
... e_GsmCache = 0/0
... e_GsmLodsNum = 5/5
... e_GsmRange = 3/3
... e_Shadows = 1/1
... e_ShadowsCastViewDistRatio = 0.8/0.8
... e_ShadowsMaxTexRes = 1024/1024
... e_ShadowsOnAlphaBlend = 1/1
... r_ShadowBlur = 3/3
... r_ShadowJittering = 2.5/2.5
... r_ShadowsMaskResolution = 0/0
variable: sys_spec_Sound
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_Sound [4/x]:
... s_MPEGDecoders = 32/32
... s_Obstruction = 1/1
... s_ObstructionAccuracy = 1/1
... s_ObstructionUpdate = 0.1/0.1
... s_ReverbType = 2/2
... s_SoundMoodsDSP = 1/1
... s_VariationLimiter = 1.0/1.0
variable: sys_spec_Texture
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_Texture [4/x]:
... r_DynTexAtlasCloudsMaxSize = 64/64
... r_DynTexAtlasSpritesMaxSize = 64/64
... r_DynTexMaxSize = 160/160
... r_EnvCMResolution = 2/2
... r_EnvTexResolution = 3/3
... r_ImposterRatio = 1/1
... r_TexAtlasSize = 4096/4096
... r_TexBumpResolution = 0/0
... r_TexResolution = 0/0
... r_TexSkyResolution = 0/0
... r_TexturesStreaming = 0/0
... r_VegetationSpritesTexRes = 128/128
variable: sys_spec_VolumetricEffects
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_VolumetricEffects [4/x]:
... e_Clouds = 1/1
... r_Beams = 1/1
... r_BeamsDistFactor = 0.01/0.01
... r_BeamsMaxSlices = 300/300
... r_CloudsUpdateAlways = 0/0
variable: sys_spec_Water
type: int
current: 4
help: Console variable group to apply settings to multiple variables
sys_spec_Water [4/x]:
... e_WaterOceanFFT = 1/1
... e_WaterTesselationAmount = 10/10
... e_WaterTesselationSwathWidth = 10/10
... q_ShaderWater = 3/3
... r_WaterReflections = 1/1
... r_WaterReflectionsMinVisiblePixelsUpdate = 0.01/0.01
... r_WaterReflectionsQuality = 3/3
... r_WaterUpdateDistance = 0.01/0.01
... r_WaterUpdateFactor = 0.01/0.01