R

r\_allowExtensions : Global enabling of all OpenGL extensions.

r\_allowResize : Allows resizing of the game by dragging the edge of the game window. Automatically does a vid\_restart when you let go of the edge.

r\_allowSoftwareGL : Enables the use of the default OpenGL drivers provided by the operating system.

r\_ambientScale : Controls the amount of ambient light cast among players.

r\_anaglyph2d : Enable/disable color splitting for 2D HUD objects when using anaglyph rendering.

r\_anaglyphMode : Enables anaglyph rendering, for 3D effects.

r\_availableModes : Sets the resolutions for each r\_mode value (ex: 1024x768 1280x1024 would make r\_mode 1 1024x768 and r\_mode 2 1280x1024)

r\_bloomBlurFalloff : ???

r\_bloomBlurRadius : ???

r\_bloomBlurScale : ???

r\_bloomBrightThreshold : Sets the bloom threshold.

r\_bloomDebug : A debugging tool for bloom that shows each bloom pass inside a screen at the top left of the game window.

r\_bloomIntensity : Sets the bloom intensity.

r\_bloomPasses : Sets the number of rendering passes for bloom effect.

r\_bloomSaturation : Sets the degree of color saturation applied to the bloom effect.

r\_bloomSceneIntesnity : Sets the intensity of brightness applied to the non-bloomed world.

r\_bloomSceneSaturation : Sets the degree of color saturation applied to the non-bloomed world.

r\_bloomTextureScale : Sets the size of the screenshot that is used for post processing.

r\_centerWindow : Allows automatic centering of the game window when you do a vid\_restart (it centers the game window in your screen).

r\_clear : Enables the clearing of the screen between video frames.

r\_cloudHeight : ???

r\_cloudHeightOrig : The original value of r\_cloudheight.

r\_colorbits : Sets video color depth

r\_colorMipLevels : A developer aid to see texture mip usage.

r\_colorSkinsFuzz : Controls how much of the model is covered by the color skin.

r\_colorSkinsIntensity : Controls the brightness of color skins.

r\_contrast : Sets the level of contrast.

r\_customHeight : Sets the custom vertical resolution when r\_mode -1

r\_customPixelAspect : ???

r\_customWidth : Sets the custom horizontal resolution when r\_mode -1

r\_darknessThreshold : Brighten darker areas on the map without heavily modifying the brighter areas.

r\_debuglight : A debugging tool that writes ambient light data to console.

r\_debugSort : A debugging tool that only renders those sort layers that are greater than the value of the variable set.

r\_debugSurface : Debugging tool: shows bounding boxes of patch mesh surfaces that are targeted by the camera view.

r\_debugSurfaceUpdate : When r\_debugSurface is 1, this enables changing the patch mesh surface bounding box according to location.

r\_depthbits : Sets Z-buffer depth

r\_detailtextures : Enables the usage of detail texturing stages

r\_directedScale : Sets the lighting intensity applied to world objects.

r\_displayRefresh : Monitor refresh rate (in Hertz), useful for CRT monitors.

r\_dlightBacks : Enables dynamic light compensation for darker or brighter areas.

r\_drawBuffer : Sets which frame buffer to draw into. only GL\_FRONT works, and that flashes the screen a bunch.

r\_drawentities : Enables the drawing of world entities, such as rockets, players, ammo crates, items, explosions etc.

r\_drawSkyFloor : Enables a visual fix of the glitchy scrolling sky floors, removing the 'hall of mirrors' effect

r\_drawSun : Controls the way in which lighting of models and objects is handled by simulating effects of sunlight.

r\_drawworld : Enables rendering of the map.

r\_dynamiclight : Enables dynamic light from rockets etc. Fixed dynamiclights: 1, use original broken code: 2, debug: 3.

r\_enableBloom : Enables light bloom effects when r\_enablePostProcess 1.

r\_enableColorCorrect : Enables color correction when r\_enablePostProcess 1.

r\_enablePostProcess : Enables post processing, which offers extra graphical features and quality.

r\_ext\_compiled\_vertex\_array : Enables hardware compiled vertex array rendering

r\_ext\_compressed\_textures : Enables external texture compression

r\_ext\_max\_anisotropy : Sets the maximum level of anisotropic filtering

r\_ext\_multisample : Activate OpenGL texture multisampling

r\_ext\_multitexture : Enables external hardware multi-texturing

r\_ext\_texture\_env\_add : Enables additive blending when using multi-texturing

r\_ext\_texture\_filter\_anisotropic : If enabled, external anisotropic filtering settings will be used

r\_facePlaneCull : Enables culling of brush faces you can't see.

r\_fastsky : Disable sky boxes and portal camera views

r\_fastSkyColor : Sets the sky color when r\_fastsky 1

r\_fboAntiAlias : Enable AA when r\_useFbo is set to 1

r\_fboStencil : An extension to allow stencil shadowing with fbo

r\_finish : Enables synchronization of rendered frames.

r\_flareCoeff : Some flare thing.

r\_flareFade : Sets fading scale of flares in relation to distance

r\_flares : Enables projectile flare and lightning effects

r\_flareSize : Sets size of flares.

r\_forceMap : Forces a specific map to load instead of the one called for by the demo. This allows you to play different versions of the same map.

r\_forceSky : Forces the sky to a specific shader. Allows manual overriding of skies, so you can switch skies from map to map.

r\_fullbright : Renders all textures on the map at full brightness

r\_fullscreen : Enables fullscreen view

r\_gamma : Amount of image luminance applied to the in-game display.

r\_greyscale : Enables greyscaling of everything

r\_greyscaleValue : Sets how much color you want (higher = less color)

r\_ignoreFastPath : Enables ignoring of Tess fast paths

r\_ignoreGLErros : Enables ignoring of OpenGL errors in an attempt to continue rendering

r\_ignorehwgamma : Enables ignoreing of hardware gamma settings

r\_inGameVideo : Enables in-game videos.

r\_intensity : Intensifies the level of brightness added to textures and model skins

r\_jpegCompressionQuality : The quality of all JPEG outputs.

r\_lightmap : Enables the light data lighting model.

r\_lightmapColor : Changes the color of the light when r\_lightmap 1.

r\_lockpvs : Locks the Potentially Visible Set table, resulting in area visibilities not being rendered.

r\_lodbias : Geometry level of detail

r\_lodCurveError : Level of detail curve error setting

r\_lodscale : Level of detail scale adjustment

r\_logFile : Sets the number of frames to emit GL logs.

r\_mapGreyScale : Enables greyscaling of map textures only

r\_mapOverBrightBits : Ambient lighting and radiance of the map

r\_mapOverBrightBitsCap : Sets how bright the map can get with r\_mapOverBrightBits

r\_mapOverBrightBitsValue : Sets the value of r\_mapOverBrightBits. (r\_mapOverBrightBits increases by powers of 2)

r\_marksOnTriangleMeshes : Enables marks on triangle meshes, such as map objects.

r\_maxpolys : Sets the maximum number of polygons drawn to the screen.

r\_maxpolyverts : Maximum number of vertices from polygons drawn to screen.

r\_measureOverdraw : Activate special rendering mode that visualizes the rendering cost per pixel by colour.

r\_mode : Screen resolution setting. -1 enables r\_customWidth and r\_customHeight

r\_nobind : Disables binding of textures to triangles.

r\_noborder : Remove window decoration from window managers, like borders and titlebar.

r\_nocull : Disables culling of textures you can't see. This greatly lowers framerate, with no positive effect.

r\_nocurves : Disables rendering of curved surfaces.

r\_noportals : Disables portal cameras.

r\_norefresh : Disables rendering refreshes. Stops all rendering, removing the whole game world.

r\_novis : Renders the whole map upon loading, not just what you see, when you see it.

r\_offsetfactor : Sets the polygon offset factor for shader stages that have polygon offset set.

r\_offsetunits : Sets the polygon offset units for shader stages that have polygon offset set.

r\_overBrightBits : Ambient lighting applied to in-game entities or objects

r\_overBrightBitsValue : Sets the value of r\_overBrightBits. r\_overBrightBits increases by powers of 2.

r\_picmip : Texture color average/level of detail

r\_picmipGreyScale : Same as r\_greyScale but only apply when picmip is allowed

r\_picmipGreyScaleValue : Sets how low r\_picmip has to be for r\_greyscale to take effect

r\_portalBobbing : Enable the slow bobbing of portalcams.

r\_portalOnly : A debug option to see exactly what is being mirrored when drawing portal surfaces.

r\_primitives : Sets rendering method

r\_printShaders : A debugging tool that prints out all the shaders that are utilised by a level

r\_railCoreWidth : Rail trail core effect diameter.

r\_railSegmentLength : Length of rail beam segments.

r\_railWidth : Diameter of rail beam and impact effects.

r\_roundImagesDown : Sets the amount to round images down by

r\_saveFontData : Developer cvar to create that font images that get shipped with the game.

r\_sdlDriver : Indicates the SDL driver backend being used.

r\_showcluster : Displays clusters loaded by number.

r\_showImages : A debugging tool that displays loaded textures on screen.

r\_shownormals : Shows wireframe normals on model polygons and brush faces.

r\_showsky : Forces sky in front of all surfaces.

r\_showSmp : Shows Symmetric MultiProcessing information on the HUD.

r\_showtris : Enables wireframe rendering of the world.

r\_simpleMipMaps : Enables simple MIP mapping

r\_singleShader : Set to 1 to use one shader for the whole map. For when you want to override all textures on a map with something else.

r\_singleShaderName : The name of the shader to be used when r\_singleshader is set to 1.

r\_skipBackEnd : A debugging tool that skips the rendering of the back end.

r\_smp : Enables symmetric multiprocessing acceleration

r\_speeds : Shows rendering information display, providing useful information to developers (especially map designers) on rendering speeds.

r\_stencilbits : Sets stencil buffer size

r\_stereoEnabled : Enables stereo separation, for 3D effects

r\_stereoSeparation : Control eye separation. Resulting separation is r\_zProj divided by this value

r\_subdivisions : Patch mesh/curve sub divisions

r\_swapInterval : Forces vertical synchronization, used in combination with r\_displayrefresh.

r\_teleporterFlash : What to show while going through a teleporter. Show black screen: 0, show white screen: 1, don't refresh until through teleporter: 2.

r\_texturebits : Sets the texture quality level

r\_textureMode : Sets texture filter.

r\_uiFullScreen : Sets the UI running fullscreen

r\_useFbo : Framebuffer support. Adds more flexibility while captureing, and allows higher resolution to be displayed in the same window. (1080p in 720p window)

r\_verbose : Lists occurring rendering commands in the console.

r\_vertexLight : Enables vertex lighting

r\_visibleWindow Width : The width of the visible window. Use r\_customWidth to change the width that you will capture at

r\_visibleWindowHeight : The height of the visible window. Use r\_customHeight to change the height that you will capture at

r\_znear : Sets distance from player in which objects are clipped out of the scene.

r\_zproj : Distance of observer camera to projection plane