"The amount to delay with each subsequent retry as base value to be multiplied by an exponential factor 1000 = (1000, 2000, 4000, 8000 etc.)",
generate_hash("inventory_exchangeRetryBaseMS")
},
{
"inventory_exchangeRetryByRound",
"enable/disable retry with exponential delay one round of exchanges at a time (1, 2, 3, 1, 2, 3, 1, 2, 3 etc.), vs exponential delay per exchange (1, 1, 1, 2, 2, 2, 3, 3, 3 etc.)",
generate_hash("inventory_exchangeRetryByRound")
},
{
"inventory_exchangeRetryMax",
"The number of times to retry for each exchange.",
generate_hash("inventory_exchangeRetryMax")
},
{
"inventory_excludeEntitlementDLCScanning",
"exclude scanning of entitlement DLC (comma separated list of ids to exclude).",
"How important CPU speed is when selecting a new host",
generate_hash("pt_migrationCPUWeight")
},
{
"pt_migrationNotInstalledWeight",
"How important not being done installing is when selecting a new host",
generate_hash("pt_migrationNotInstalledWeight")
},
{
"pt_migrationPingBad",
"",
generate_hash("pt_migrationPingBad")
},
{
"pt_migrationPingWeight",
"",
generate_hash("pt_migrationPingWeight")
},
{
"pt_migrationQuitsBad",
"",
generate_hash("pt_migrationQuitsBad")
},
{
"pt_migrationQuitsWeight",
"",
generate_hash("pt_migrationQuitsWeight")
},
{
"pt_migrationRAMWeight",
"How important it is to have the minimum amount of RAM when selecting a new host",
generate_hash("pt_migrationRAMWeight")
},
{
"pt_migrationThreshold",
"Minimum amount which another client must be better than the current host to trigger a migration",
generate_hash("pt_migrationThreshold")
},
{
"pt_migrationUploadBad",
"",
generate_hash("pt_migrationUploadBad")
},
{
"pt_migrationUploadWeight",
"",
generate_hash("pt_migrationUploadWeight")
},
{
"pt_migrationWifiPenalty",
"How important Wifi is when selecting a new host",
generate_hash("pt_migrationWifiPenalty")
},
{
"pt_pregameStartTimerLength",
"Time in seconds before showing and starting the game start timer",
generate_hash("pt_pregameStartTimerLength")
},
{
"pt_rejoin",
"Enable defensive rejoin command",
generate_hash("pt_rejoin")
},
{
"pt_reservedAnonymousSlotTime",
"Time in milliseconds that ANONYMOUS slots will be reserved.",
generate_hash("pt_reservedAnonymousSlotTime")
},
{
"pt_reservedCommittedSlotTime",
"Time in milliseconds that COMMITTED slots will be reserved",
generate_hash("pt_reservedCommittedSlotTime")
},
{
"pt_reservedJoiningSlotTime",
"Time in milliseconds that JOINING slots will be reserved",
generate_hash("pt_reservedJoiningSlotTime")
},
{
"pt_searchConnectAttempts",
"Connect timeout when joining another game/party, per attempt",
generate_hash("pt_searchConnectAttempts")
},
{
"pt_searchPauseTime",
"Minimum amount of time to pause between searches",
generate_hash("pt_searchPauseTime")
},
{
"pt_searchRandomDelay",
"Time period over which the search timers will get randomly delayed.",
generate_hash("pt_searchRandomDelay")
},
{
"pt_searchResultsLifetime",
"Time at which we consider the search results stale",
generate_hash("pt_searchResultsLifetime")
},
{
"pt_searchResultsMin",
"Minimum amount of time that has to pass before we'll search again for matches",
generate_hash("pt_searchResultsMin")
},
{
"pt_stillConnectingWaitTime",
"Amount of time to wait for someone to finish connecting before searching for lobbies to merge with",
generate_hash("pt_stillConnectingWaitTime")
},
{
"pt_useMigrationWeights",
"Killswitch to turn on or off the host selection by weights",
generate_hash("pt_useMigrationWeights")
},
{
"publisherFileFetchTimeout",
"default timeout for publisher files FETCH tasks (in seconds)",
generate_hash("publisherFileFetchTimeout")
},
{
"r_adaptiveSubdiv",
"Enables screen space Catmull Clark adaptive tessellation. If disabled, models tessellate to their designed subdivision level.",
generate_hash("r_adaptiveSubdiv")
},
{
"r_adaptiveSubdivBaseFactor",
"Screen space Catmull Clark adaptive tessellation factor for the base model. Smaller values mean more tessellation.",
generate_hash("r_adaptiveSubdivBaseFactor")
},
{
"r_adaptiveSubdivPatchFactor",
"Screen space Catmull Clark adaptive tessellation factor for the base model. Smaller values mean more tessellation.",
generate_hash("r_adaptiveSubdivPatchFactor")
},
{
"r_allCells",
"Draw all cells. Most useful for seeing if portals or cells are hiding things they should not..",
generate_hash("r_allCells")
},
{
"r_amdGPU",
"At least on AMD GPU used for rendering.",
generate_hash("r_amdGPU")
},
{
"r_aoBlurSharpness",
"Controls the tolerance for depth discontinuities during the bilateral blur step. Larger values reduce the depth tolerance and effectively sharpen more edges.",
generate_hash("r_aoBlurSharpness")
},
{
"r_aoBlurStep",
"Step scale applied to sample offsets during the bilateral blur. A value of 1 results in a normal gaussian blur. Increasing it to 2 or 3 makes the filter larger but causes fine dithering patterns.",
generate_hash("r_aoBlurStep")
},
{
"r_aoDiminish",
"Decrease the effect of occlusion on brighter colors",
generate_hash("r_aoDiminish")
},
{
"r_aoPower",
"Power curve applied to AO factor",
generate_hash("r_aoPower")
},
{
"r_aoStrength",
"Strength of Ambient Occlusion effect",
generate_hash("r_aoStrength")
},
{
"r_aoUseTweaks",
"Use r_ao* dvars instead of the current light set values for AO common params",
generate_hash("r_aoUseTweaks")
},
{
"r_artUseTweaks",
"Tells the game that art tweaks is enabled and script is in control (as opposed to ColorEd).",
generate_hash("r_artUseTweaks")
},
{
"r_aspectRatio",
"Screen aspect ratio. Most widescreen monitors are 16:10 instead of 16:9.",
generate_hash("r_aspectRatio")
},
{
"r_asyncCompute",
"Enables scheduling GPU compute shader work prior to the graphics frame, improving overlap.",
generate_hash("r_asyncCompute")
},
{
"r_atlasAnimFPS",
"Speed to animate atlased 2d materials",
generate_hash("r_atlasAnimFPS")
},
{
"r_autopriority",
"Automatically set the priority of the windows process when the game is minimized",
generate_hash("r_autopriority")
},
{
"r_balanceLightmapOpaqueLists",
"Split lightmap opaque into multiple draw lists.",
generate_hash("r_balanceLightmapOpaqueLists")
},
{
"r_blacklevel",
"Black level (negative brightens output)",
generate_hash("r_blacklevel")
},
{
"r_blur",
"Dev tweak to blur the screen",
generate_hash("r_blur")
},
{
"r_blurdstGaussianBlurLevel",
"MIP level to start gaussian blur at",
generate_hash("r_blurdstGaussianBlurLevel")
},
{
"r_blurdstGaussianBlurRadius",
"Amount to gaussian blur blur distortion render target",
generate_hash("r_blurdstGaussianBlurRadius")
},
{
"r_brightness",
"Brightness adjustment",
generate_hash("r_brightness")
},
{
"r_cacheModelLighting",
"Speed up model lighting by caching previous results",
generate_hash("r_cacheModelLighting")
},
{
"r_cacheSModelLighting",
"Speed up static model lighting by caching previous results",
generate_hash("r_cacheSModelLighting")
},
{
"r_charLightAmbient",
"",
generate_hash("r_charLightAmbient")
},
{
"r_clampLodScale",
"Clamps the amount that the engine can adjust the LOD distance. 0 the engine can fully adjust. 1 the engine cannot adjust it at all. 0.5 the maximum the engine can adjust the LOD distance is 50% or the default.",
generate_hash("r_clampLodScale")
},
{
"r_clear",
"Controls how the color buffer is cleared",
generate_hash("r_clear")
},
{
"r_clearColor",
"Color to clear the screen to when clearing the frame buffer",
generate_hash("r_clearColor")
},
{
"r_clearColor2",
"Color to clear every second frame to (for use during development)",
generate_hash("r_clearColor2")
},
{
"r_clutCompositeVisionSet",
"Composite clut with vision set.",
generate_hash("r_clutCompositeVisionSet")
},
{
"r_cmdbuf_worker",
"Process command buffer in a separate thread",
generate_hash("r_cmdbuf_worker")
},
{
"r_colorGradingEnable",
"Enable color grading.",
generate_hash("r_colorGradingEnable")
},
{
"r_colorMap",
"Replace all color maps with pure black or pure white",
generate_hash("r_colorMap")
},
{
"r_colorScaleUseTweaks",
"Override color scale LightSet settings with tweak dvar values. (MP)",
generate_hash("r_colorScaleUseTweaks")
},
{
"r_combinePostOpaqueFx",
"",
generate_hash("r_combinePostOpaqueFx")
},
{
"r_contrast",
"Contrast adjustment",
generate_hash("r_contrast")
},
{
"r_darkBlur",
"Apply blur (decrease of visual acuity) when dark",
generate_hash("r_darkBlur")
},
{
"r_darkBlurPower",
"Power curve of blurring (decrease of visual acuity) when dark",
generate_hash("r_darkBlurPower")
},
{
"r_darkBlurRadius",
"Radius of blurring (decrease of visual acuity) when dark",
generate_hash("r_darkBlurRadius")
},
{
"r_darkColor",
"Reduce color sensitivity when dark",
generate_hash("r_darkColor")
},
{
"r_darkColorPower",
"Power curve of color sensitivity when dark",
generate_hash("r_darkColorPower")
},
{
"r_debugLineWidth",
"Width of server side debug lines",
generate_hash("r_debugLineWidth")
},
{
"r_defaultPatchCount",
"Patches per thread group for all other surfaces.",
generate_hash("r_defaultPatchCount")
},
{
"r_depthPrepass",
"Enable depth prepass for various geometries",
generate_hash("r_depthPrepass")
},
{
"r_depthSortEnable",
"Enable sorting of transparent surfaces.",
generate_hash("r_depthSortEnable")
},
{
"r_depthSortRange",
"Range to consider depth sort,",
generate_hash("r_depthSortRange")
},
{
"r_desaturation",
"Desaturation adjustment",
generate_hash("r_desaturation")
},
{
"r_detailMap",
"Replace all detail maps with an image that effectively disables them",
generate_hash("r_detailMap")
},
{
"r_diffuseColorScale",
"Globally scale the diffuse color of all point lights",
generate_hash("r_diffuseColorScale")
},
{
"r_displacementMap",
"Replace all displacement maps with an image that effectively disables them",
generate_hash("r_displacementMap")
},
{
"r_displacementPatchCount",
"Patches per thread group for displacement surfaces.",
generate_hash("r_displacementPatchCount")
},
{
"r_distortion",
"Enable distortion",
generate_hash("r_distortion")
},
{
"r_distortion_script_force_off",
"Force distortion off in script",
generate_hash("r_distortion_script_force_off")
},
{
"r_dlightLimit",
"Maximum number of dynamic lights drawn simultaneously",
generate_hash("r_dlightLimit")
},
{
"r_dof_bias",
"Depth of field bias as a power function (like gamma); less than 1 is sharper",
generate_hash("r_dof_bias")
},
{
"r_dof_enable",
"Enable the depth of field effect",
generate_hash("r_dof_enable")
},
{
"r_dof_farBlur",
"",
generate_hash("r_dof_farBlur")
},
{
"r_dof_farEnd",
"Depth of field far end distance, in inches",
generate_hash("r_dof_farEnd")
},
{
"r_dof_farStart",
"Depth of field far start distance, in inches",
generate_hash("r_dof_farStart")
},
{
"r_dof_nearBlur",
"",
generate_hash("r_dof_nearBlur")
},
{
"r_dof_nearEnd",
"Depth of field near end distance, in inches",
generate_hash("r_dof_nearEnd")
},
{
"r_dof_nearStart",
"Depth of field near start distance, in inches",
generate_hash("r_dof_nearStart")
},
{
"r_dof_physical_adsFocusSpeed",
"ADS focus speed (focus dist. far to near, focus dist. near to far, aperture opening, aperture closing)",
generate_hash("r_dof_physical_adsFocusSpeed")
},
{
"r_dof_physical_adsMaxFstop",
"ADS maximum f-stop (optimal aperture and focus distance are automatically calculated for this mode)",
generate_hash("r_dof_physical_adsMaxFstop")
},
{
"r_dof_physical_adsMinFstop",
"ADS minimum f-stop (optimal aperture and focus distance are automatically calculated for this mode)",
generate_hash("r_dof_physical_adsMinFstop")
},
{
"r_dof_physical_bokehEnable",
"Enable the bokeh depth of field effect",
generate_hash("r_dof_physical_bokehEnable")
},
{
"r_dof_physical_bokehPreset",
"Changes dof sampling quality",
generate_hash("r_dof_physical_bokehPreset")
},
{
"r_dof_physical_bokehRotation",
"Bokeh shape rotation in degrees (hexagonal and octogonal only)",
generate_hash("r_dof_physical_bokehRotation")
},
{
"r_dof_physical_bokehShape",
"Changes the bokeh shape",
generate_hash("r_dof_physical_bokehShape")
},
{
"r_dof_physical_bokehSharpness",
"Bokeh shape sharpness, trades sharpness for stability (circular only)",
generate_hash("r_dof_physical_bokehSharpness")
},
{
"r_dof_physical_enable",
"enable physical camera controls (using aperture priority)",
generate_hash("r_dof_physical_enable")
},
{
"r_dof_physical_filmDiagonal",
"Diagonal size of the film/sensor (mm). The bigger the sensor size, the bigger the circle of confusion (which means stronger blurring at all distances). Defaults to full-frame 35mm",
generate_hash("r_dof_physical_filmDiagonal")
},
{
"r_dof_physical_focusDistance",
"Distance to the plane in focus for the scene",
generate_hash("r_dof_physical_focusDistance")
},
{
"r_dof_physical_fstop",
"Aperture of the camera for the scene. Lower f-stop yields a shallower depth of field. Typical values range from f/1 to f/22. Rare extremes are f/0.75 and f/32",
generate_hash("r_dof_physical_fstop")
},
{
"r_dof_physical_hipEnable",
"Enable hyperfocal mode",
generate_hash("r_dof_physical_hipEnable")
},
{
"r_dof_physical_hipFocusSpeed",
"Hyperfocal mode focus speed (focus dist. far to near, focus dist. near to far, aperture opening, aperture closing)",
generate_hash("r_dof_physical_hipFocusSpeed")
},
{
"r_dof_physical_hipFstop",
"Aperture of the camera for the scene in the hyperfocal mode",
generate_hash("r_dof_physical_hipFstop")
},
{
"r_dof_physical_hipSharpCocDiameter",
"Defines what circle of confusion can be considered sharp (mm). Defaults to 0.03mm, generally accepted value for 35mm",
"Aperture of the camera for the view model. Lower f-stop yields a shallower depth of field. Typical values range from f/1 to f/22. Rare extremes are f/0.75 and f/32",
generate_hash("r_dof_physical_viewModelFstop")
},
{
"r_dof_tweak",
"Use dvars to set the depth of field effect; overrides r_dof_enable",
generate_hash("r_dof_tweak")
},
{
"r_dof_viewModelEnd",
"Depth of field viewmodel end distance, in inches",
generate_hash("r_dof_viewModelEnd")
},
{
"r_dof_viewModelStart",
"Depth of field viewmodel start distance, in inches",
generate_hash("r_dof_viewModelStart")
},
{
"r_drawSun",
"Enable sun effects",
generate_hash("r_drawSun")
},
{
"r_drawWater",
"Enable water animation",
generate_hash("r_drawWater")
},
{
"r_dynamicOPL",
"Enable drawing vfx lights as overlapping primary light for saving gpu performance.",
generate_hash("r_dynamicOPL")
},
{
"r_dynamicSpotLightShadows",
"Enable shadows for dynamic/VFX spot lights, you should set this dvar then spawn the new light.",
generate_hash("r_dynamicSpotLightShadows")
},
{
"r_elevatedPriority",
"Utilize priority elevation for process.",
generate_hash("r_elevatedPriority")
},
{
"r_emblemBrightnessScale",
"Modifier that scales the brightness of the emblem on model materials",
generate_hash("r_emblemBrightnessScale")
},
{
"r_emissiveMap",
"Replace all emissive maps with pure black or pure white",
generate_hash("r_emissiveMap")
},
{
"r_enableNoTessBuckets",
"Enables placing triangles that don't need tessellation into additional draw calls using non-tessellated shaders.",
generate_hash("r_enableNoTessBuckets")
},
{
"r_envBrdfLutMap",
"Replace environment BRDF lookup table with pure black (no secondary specular) or pure white (maximum secondary specular)",
generate_hash("r_envBrdfLutMap")
},
{
"r_envMapExponent",
"Reflection exponent.",
generate_hash("r_envMapExponent")
},
{
"r_envMapMaxIntensity",
"Max reflection intensity based on glancing angle.",
generate_hash("r_envMapMaxIntensity")
},
{
"r_envMapMinIntensity",
"",
generate_hash("r_envMapMinIntensity")
},
{
"r_envMapOverride",
"",
generate_hash("r_envMapOverride")
},
{
"r_envMapSunIntensity",
"Max sun specular intensity intensity with env map materials.",
generate_hash("r_envMapSunIntensity")
},
{
"r_eyePupil",
" Change eye's pupil Size.",
generate_hash("r_eyePupil")
},
{
"r_eyeRedness",
" Change eye's redness.",
generate_hash("r_eyeRedness")
},
{
"r_eyeWetness",
" Change eye's wetness.",
generate_hash("r_eyeWetness")
},
{
"r_fastModelPrimaryLightCheck",
"Reduce R_GetNonSunPrimaryLightForSphere/R_GetNonSunPrimaryLightForBox function calls",
generate_hash("r_fastModelPrimaryLightCheck")
},
{
"r_fastModelPrimaryLightLink",
"Speed up R_LinkSphereEntityToPrimaryLights and R_LinkBoxEntityToPrimaryLights.",
generate_hash("r_fastModelPrimaryLightLink")
},
{
"r_filmAltShader",
"Use alternate shader (with middle tint and dark desat) for film color.",
generate_hash("r_filmAltShader")
},
{
"r_filmTweakBrightness",
"Tweak dev var; film color brightness",
generate_hash("r_filmTweakBrightness")
},
{
"r_filmTweakContrast",
"Tweak dev var; film color contrast",
generate_hash("r_filmTweakContrast")
},
{
"r_filmTweakDarkTint",
"",
generate_hash("r_filmTweakDarkTint")
},
{
"r_filmTweakDesaturation",
"Tweak dev var; Desaturation applied after all 3D drawing to light areas",
generate_hash("r_filmTweakDesaturation")
},
{
"r_filmTweakDesaturationDark",
"Tweak dev var; Additional desaturation applied after all 3D drawing to dark areas",
generate_hash("r_filmTweakDesaturationDark")
},
{
"r_filmTweakEnable",
"Tweak dev var; enable film color effects",
generate_hash("r_filmTweakEnable")
},
{
"r_filmTweakInvert",
"Tweak dev var; enable inverted video",
generate_hash("r_filmTweakInvert")
},
{
"r_filmTweakLightTint",
"",
generate_hash("r_filmTweakLightTint")
},
{
"r_filmTweakMediumTint",
"",
generate_hash("r_filmTweakMediumTint")
},
{
"r_filmUseTweaks",
"Overide film effects with tweak dvar values.",
generate_hash("r_filmUseTweaks")
},
{
"r_flushAfterExecute",
"Whether to Flush after ExecuteCommandList.",
generate_hash("r_flushAfterExecute")
},
{
"r_fog",
"Set to 0 to disable fog",
generate_hash("r_fog")
},
{
"r_fog_depthhack_scale",
"Fog scale for depth hack surfaces",
generate_hash("r_fog_depthhack_scale")
},
{
"r_fog_ev_adjust",
"Fog color ev adjustment (+2 means fog color is 2 stops brighter)",
generate_hash("r_fog_ev_adjust")
},
{
"r_font_cache_debug_display",
"Display the current fontcache texture on the HUD for debug purposes",
generate_hash("r_font_cache_debug_display")
},
{
"r_forceLod",
"Force all level of detail to this level",
generate_hash("r_forceLod")
},
{
"r_fullbright",
"Toggles rendering without lighting",
generate_hash("r_fullbright")
},
{
"r_fxaaSubpixel",
"FXAA sub-pixel amount, lower values have more aliasing and less blur",
generate_hash("r_fxaaSubpixel")
},
{
"r_FXAverageColorFunc",
"How to compute FX system average color? 0 = use IWrad equation, 1 = legacy equation, 2 = spherical harmonics 1 coefficient.",
generate_hash("r_FXAverageColorFunc")
},
{
"r_globalGenericMaterialScale",
"Hack global generic material constants",
generate_hash("r_globalGenericMaterialScale")
},
{
"r_glow_allowed",
"Allow glow.",
generate_hash("r_glow_allowed")
},
{
"r_glow_allowed_script_forced",
"Force 'allow glow' to be treated as true, by script.",
generate_hash("r_glow_allowed_script_forced")
},
{
"r_gunSightColorEntityScale",
"Scale the gun sight color when over an entity.",
generate_hash("r_gunSightColorEntityScale")
},
{
"r_gunSightColorNoneScale",
"Scale the gun sight color when not over an entity.",
generate_hash("r_gunSightColorNoneScale")
},
{
"r_hbaoBias",
"HBAO bias",
generate_hash("r_hbaoBias")
},
{
"r_hbaoBlurEnable",
"HBAO blur enabled",
generate_hash("r_hbaoBlurEnable")
},
{
"r_hbaoBlurSharpness",
"HBAO blur sharpness",
generate_hash("r_hbaoBlurSharpness")
},
{
"r_hbaoCoarseAO",
"HBAO coarse AO",
generate_hash("r_hbaoCoarseAO")
},
{
"r_hbaoDebug",
"Debug render HBAO occlusion",
generate_hash("r_hbaoDebug")
},
{
"r_hbaoDetailAO",
"HBAO detail AO",
generate_hash("r_hbaoDetailAO")
},
{
"r_hbaoPowerExponent",
"HBAO power exponent",
generate_hash("r_hbaoPowerExponent")
},
{
"r_hbaoRadius",
"HBAO radius",
generate_hash("r_hbaoRadius")
},
{
"r_hbaoSceneScale",
"HBAO scene scale",
generate_hash("r_hbaoSceneScale")
},
{
"r_hbaoStrengthBlend",
"Blend factor between the artist-tuned proportional strength r_hbaoStrengthScale*artStrength, and the fixed strength r_hbaoStrengthFixed. A value of 0.0 is fully the proportional value, and a value of 1.0 is fully the fixed value.",
generate_hash("r_hbaoStrengthBlend")
},
{
"r_hbaoStrengthFixed",
"Fixed HBAO strength. Only used if r_hbaoStrengthBlend > 0.0.",
generate_hash("r_hbaoStrengthFixed")
},
{
"r_hbaoStrengthScale",
"Scale factor to convert SSAO strength to HBAO strength. Only used if r_hbaoStrengthBlend < 1.0.",
generate_hash("r_hbaoStrengthScale")
},
{
"r_hbaoUseScriptScale",
"Enable/disable script-controlled strength scale while HBAO is active.",
generate_hash("r_hbaoUseScriptScale")
},
{
"r_hemiAoBlurTolerance",
"Hemi SSAO Blur Tolerance (log10)",
generate_hash("r_hemiAoBlurTolerance")
},
{
"r_hemiAoCombineResolutionsBeforeBlur",
"The higher quality modes blend wide and narrow sampling patterns. The wide pattern is due to deinterleaving and requires blurring. The narrow pattern is not on a deinterleaved buffer, but it only samples every other pixel. The blur on it is optional. If you combine the two before blurring, the narrow will get blurred as well. This creates a softer effect but can remove any visible noise from having 50% sample coverage.",
"When combining the wide and narrow patterns, a mul() operation can be used or a min() operation. Multiplication exaggerates the result creating even darker creases. This is an artistic choice. I think it looks less natural, but often art teams prefer more exaggerated contrast. For me, it's more about having the right AO falloff so that it's a smooth gradient rather than falling off precipitously and forming overly dark recesses.",
"Use max depth value when downsampling, instead of pseudo-randomly picking a depth sample? Leaving this at the default false may produce more stable results.",
generate_hash("r_hemiAoMaxDepthDownsample")
},
{
"r_hemiAoNoiseFilterTolerance",
"This is necessary to filter out pixel shimmer due to bilateral upsampling with too much lost resolution. High frequency detail can sometimes not be reconstructed, and the noise filter fills in the missing pixels with the result of the higher resolution SSAO. Value is log10.",
generate_hash("r_hemiAoNoiseFilterTolerance")
},
{
"r_hemiAoPower",
"Power curve applied to Hemi SSAO factor, not applied in game yet",
generate_hash("r_hemiAoPower")
},
{
"r_hemiAoQualityLevel",
"Hemi SSAO quality setting",
generate_hash("r_hemiAoQualityLevel")
},
{
"r_hemiAoRejectionFalloff",
"Controls how aggressive to fade off samples that occlude spheres but by so much as to be unreliable. This is what gives objects a dark halo around them when placed in front of a wall. If you want to fade off the halo, boost your rejection falloff. The tradeoff is that it reduces overall AO. Value is rcp.",
generate_hash("r_hemiAoRejectionFalloff")
},
{
"r_hemiAoStrength",
"Strength of Hemi Screen Space Ambient Occlusion effect",
generate_hash("r_hemiAoStrength")
},
{
"r_hemiAoUpsampleTolerance",
"Hemi SSAO Upsample Tolerance (log10)",
generate_hash("r_hemiAoUpsampleTolerance")
},
{
"r_heroLighting",
"Enable hero-only lighting",
generate_hash("r_heroLighting")
},
{
"r_highLodDist",
"Distance for high level of detail",
generate_hash("r_highLodDist")
},
{
"r_hudFx",
"Draw HUD Effects",
generate_hash("r_hudFx")
},
{
"r_hudOutlineEnable",
"Enables wireframe outlines to be drawn around DObjs (as a post process).",
generate_hash("r_hudOutlineEnable")
},
{
"r_hudOutlinePostMode",
"hud outline apply mode",
generate_hash("r_hudOutlinePostMode")
},
{
"r_hudOutlineWidth",
"Set the width of the Hud Outline",
generate_hash("r_hudOutlineWidth")
},
{
"r_ignore",
"",
generate_hash("r_ignore")
},
{
"r_ignoref",
"",
generate_hash("r_ignoref")
},
{
"r_imageQuality",
"Image quality",
generate_hash("r_imageQuality")
},
{
"r_inGameVideo",
"Allow in game cinematics",
generate_hash("r_inGameVideo")
},
{
"r_lateAllocParamCacheAllowed",
"Enable late allocation of parameter cache for VS stage.",
generate_hash("r_lateAllocParamCacheAllowed")
},
{
"r_lateAllocParamCacheDefault",
"Late allocation of parameter cache value for sub-div materials.",
generate_hash("r_lateAllocParamCacheDefault")
},
{
"r_lateAllocParamCacheDisplacement",
"Late allocation of parameter cache value for sub-div materials.",
"Scale of the global wind direction (inches/sec)",
generate_hash("r_reactiveMotionWindStrength")
},
{
"r_reflectionProbeMap",
"Replace all reflection probes with pure black",
generate_hash("r_reflectionProbeMap")
},
{
"r_reflectionProbeNmlLuminance",
"Enable/disable shader code for computing luminance during reflection probe denormalization. This is just an experiment.\n",
generate_hash("r_reflectionProbeNmlLuminance")
},
{
"r_rimLight0Color",
"",
generate_hash("r_rimLight0Color")
},
{
"r_rimLight0Heading",
"Rim Light 0 heading in degrees",
generate_hash("r_rimLight0Heading")
},
{
"r_rimLight0Pitch",
"Rim Light 0 pitch in degrees -90 is noon.",
generate_hash("r_rimLight0Pitch")
},
{
"r_rimLightBias",
"How much to bias the n.l calculation",
generate_hash("r_rimLightBias")
},
{
"r_rimLightDiffuseIntensity",
"Strength of the diffuse component of the rim light.",
generate_hash("r_rimLightDiffuseIntensity")
},
{
"r_rimLightFalloffMaxDistance",
"Distance at which the rim light hits intensity of 100%.",
generate_hash("r_rimLightFalloffMaxDistance")
},
{
"r_rimLightFalloffMinDistance",
"Distance at which the rim light hits intensity of 100%.",
generate_hash("r_rimLightFalloffMinDistance")
},
{
"r_rimLightFalloffMinIntensity",
"Intensity of the effect at and before minDistance.",
generate_hash("r_rimLightFalloffMinIntensity")
},
{
"r_rimLightPower",
"Power to raise the n.l calculation",
generate_hash("r_rimLightPower")
},
{
"r_rimLightSpecIntensity",
"Strength of the spec ( additive) component of the rim light",
generate_hash("r_rimLightSpecIntensity")
},
{
"r_rimLightUseTweaks",
"Turn on rim lighting tweaks",
generate_hash("r_rimLightUseTweaks")
},
{
"r_scaleViewport",
"Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.",
generate_hash("r_scaleViewport")
},
{
"r_sceneMipShowOverlay",
"Toggles scene mip rendertarget overlay",
generate_hash("r_sceneMipShowOverlay")
},
{
"r_showLightGrid",
"Show light grid debugging information (2: detailed, 3: detailed for this box only)",
generate_hash("r_showLightGrid")
},
{
"r_showLightGridAvgProbes",
"show an array of boxes which are using the light grid average color at its location",
generate_hash("r_showLightGridAvgProbes")
},
{
"r_showLightGridDetailInfo",
"Show more details for light grid debugging.",
generate_hash("r_showLightGridDetailInfo")
},
{
"r_showLightProbes",
"Show the light probes at the light grid sample locations in world space centered around the camera.",
generate_hash("r_showLightProbes")
},
{
"r_showMissingLightGrid",
"Use rainbow colors for entities that are outside the light grid",
generate_hash("r_showMissingLightGrid")
},
{
"r_showModelLightingLowWaterMark",
"",
generate_hash("r_showModelLightingLowWaterMark")
},
{
"r_showPortals",
"Show portals for debugging",
generate_hash("r_showPortals")
},
{
"r_showPortalsOverview",
"Render 2d XY portal overlay scaled to fit to this distance. Useful for debugging portal errors.",
generate_hash("r_showPortalsOverview")
},
{
"r_showReflectionProbeSelection",
"Show reflection probe selection",
generate_hash("r_showReflectionProbeSelection")
},
{
"r_singleCell",
"Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.",
generate_hash("r_singleCell")
},
{
"r_skipPvs",
"Skipt the determination of what is in the potentially visible set (disables most drawing)",
generate_hash("r_skipPvs")
},
{
"r_sky_fog_intensity",
"Amount of sky fog fading",
generate_hash("r_sky_fog_intensity")
},
{
"r_sky_fog_max_angle",
"End of angular sky fog fading",
generate_hash("r_sky_fog_max_angle")
},
{
"r_sky_fog_min_angle",
"Start of angular sky fog fading",
generate_hash("r_sky_fog_min_angle")
},
{
"r_skyFogUseTweaks",
"Enable dvar control of sky fog",
generate_hash("r_skyFogUseTweaks")
},
{
"r_smaaThreshold",
"SMAA edge detection threshold",
generate_hash("r_smaaThreshold")
},
{
"r_smodelInstancedRenderer",
"Render static models with instanced renderer",
generate_hash("r_smodelInstancedRenderer")
},
{
"r_smodelInstancedThreshold",
"Minimum number of static model instances before instanced rendering is used",
generate_hash("r_smodelInstancedThreshold")
},
{
"r_smp_backend",
"Process renderer back end in a separate thread",
generate_hash("r_smp_backend")
},
{
"r_smp_worker",
"Process renderer front end in a separate thread",
generate_hash("r_smp_worker")
},
{
"r_smp_worker_thread0",
"",
generate_hash("r_smp_worker_thread0")
},
{
"r_smp_worker_thread1",
"",
generate_hash("r_smp_worker_thread1")
},
{
"r_smp_worker_thread2",
"",
generate_hash("r_smp_worker_thread2")
},
{
"r_smp_worker_thread3",
"undefined",
generate_hash("r_smp_worker_thread3")
},
{
"r_smp_worker_thread4",
"undefined",
generate_hash("r_smp_worker_thread4")
},
{
"r_smp_worker_thread5",
"undefined",
generate_hash("r_smp_worker_thread5")
},
{
"r_smp_worker_thread6",
"undefined",
generate_hash("r_smp_worker_thread6")
},
{
"r_smp_worker_thread7",
"undefined",
generate_hash("r_smp_worker_thread7")
},
{
"r_specOccMap",
"Replace all specular occlusion maps with pure black (fully occluded) or pure white (not occluded)",
generate_hash("r_specOccMap")
},
{
"r_specularColorScale",
"Set greater than 1 to brighten specular highlights",
generate_hash("r_specularColorScale")
},
{
"r_specularMap",
"Replace all specular maps with pure black (off) or pure white (super shiny)",
generate_hash("r_specularMap")
},
{
"r_spotLightEntityShadows",
"Enable entity shadows for spot lights.",
generate_hash("r_spotLightEntityShadows")
},
{
"r_spotLightShadows",
"Enable shadows for spot lights.",
generate_hash("r_spotLightShadows")
},
{
"r_ssao",
"Screen Space Ambient Occlusion mode",
generate_hash("r_ssao")
},
{
"r_ssaoDebug",
"Render calculated or blurred Screen Space Ambient Occlusion values",
generate_hash("r_ssaoDebug")
},
{
"r_ssaoDebugMip",
"Selects which mip level to render when r_ssaoDebug is enabled. If 0 and r_ssaoDownsample is enabled, will render mip 1.",
generate_hash("r_ssaoDebugMip")
},
{
"r_ssaoDepthScale",
"Scale applied to depth values used for occlusion tests.",
generate_hash("r_ssaoDepthScale")
},
{
"r_ssaoDepthScaleViewModel",
"Scale applied to depth values used for occlusion tests.",
generate_hash("r_ssaoDepthScaleViewModel")
},
{
"r_ssaoDownsample",
"Screen Space Ambient Occlusion calculation occurs at half linear resolution",
generate_hash("r_ssaoDownsample")
},
{
"r_ssaoFadeDepth",
"Depth at which the SSAO begins to fade out. It fades at even increments of this distance (e.g. it's at 1 for depth r_ssaoFadeDepth, 1/2 for depth 2*r_ssaoFadeDepth, etc.)",
generate_hash("r_ssaoFadeDepth")
},
{
"r_ssaoGapFalloff",
"Falloff used to blend between creases (that should darken) and silhouettes (that should not darken). Lower values falloff more quickly.",
generate_hash("r_ssaoGapFalloff")
},
{
"r_ssaoGradientFalloff",
"Falloff used to fade out the effect for steep depth gradients (i.e. surfaces nearly parallel to the camera direction). This fixes sampling artifacts that appear for surfaces nearly parallel to the camera direction (commonly occuring for flat ground planes).",
generate_hash("r_ssaoGradientFalloff")
},
{
"r_ssaoMaxStrengthDepth",
"Depth at which SSAO strength is at its maximum",
generate_hash("r_ssaoMaxStrengthDepth")
},
{
"r_ssaoMethod",
"Screen Space Ambient Occlusion method (original or IW6, both are volumetric obscurance)",
generate_hash("r_ssaoMethod")
},
{
"r_ssaoMinPixelWidth",
"Minimum pixel width of the effect. When the effect is smaller than this, it is culled entirely.",
generate_hash("r_ssaoMinPixelWidth")
},
{
"r_ssaoMinStrengthDepth",
"Depth at which SSAO strength is zero, effectively disabled",
generate_hash("r_ssaoMinStrengthDepth")
},
{
"r_ssaoMultiRes",
"Screen Space Ambient Occlusion calculation occurs at half linear resolution",
generate_hash("r_ssaoMultiRes")
},
{
"r_ssaoPower",
"Power curve applied to SSAO factor",
generate_hash("r_ssaoPower")
},
{
"r_ssaoRejectDepth",
"Depth at which the SSAO is disabled. Smaller values result in more rejected pixels which is faster, but limits the distance at which the effect is visible.",
generate_hash("r_ssaoRejectDepth")
},
{
"r_ssaoSampleCount",
"Selects the number of samples used for SSAO",
generate_hash("r_ssaoSampleCount")
},
{
"r_ssaoScriptScale",
"Allows script to lerp to disable or enable the SSAO. This applies a scalar value to the SSAO strength. When set to 0, this effectively disables SSAO.",
generate_hash("r_ssaoScriptScale")
},
{
"r_ssaoStrength",
"Strength of Screen Space Ambient Occlusion effect",
generate_hash("r_ssaoStrength")
},
{
"r_ssaoUseTweaks",
"Use r_ssao* dvars instead of the current light set values for SSAO",
generate_hash("r_ssaoUseTweaks")
},
{
"r_ssaoWidth",
"The width of the SSAO effect, in pixels at 720p. Larger values increase area but lower effective quality.",
generate_hash("r_ssaoWidth")
},
{
"r_sse_skinning",
"Use Streaming SIMD Extensions for skinning",
generate_hash("r_sse_skinning")
},
{
"r_ssrBlendScale",
"Add extra scale to ssr weight versus reflection probe weight, >1 value will make ssr more obvious.",
generate_hash("r_ssrBlendScale")
},
{
"r_ssrFadeInDuration",
"Duration of the screen-space reflection fade-in, which occurs whenever the reflection source buffer is invalidated due to view changes (in particular, dual-view scope transitions).",
generate_hash("r_ssrFadeInDuration")
},
{
"r_ssrPositionCorrection",
"Screen space reflection position correction blend factor",
generate_hash("r_ssrPositionCorrection")
},
{
"r_ssrRoughnessMipParameters",
"X: mirror mip; Y: roughest mip; Z: roughness middle point, may need different value for different screen resolution on PC.",
generate_hash("r_ssrRoughnessMipParameters")
},
{
"r_sssBlendWeight",
"Controls the blend between the wide (zero) and narrow (one) gaussians",
generate_hash("r_sssBlendWeight")
},
{
"r_sssDebugMaterial",
"Debug Feature: toggle materials with SSS",
generate_hash("r_sssDebugMaterial")
},
{
"r_sssEnable",
"Enables the subsurface scattering effect (note that disabling SSS will not prevent the filter from running)",
generate_hash("r_sssEnable")
},
{
"r_sssGlobalRadius",
"Controls the global radius (in inches)",
generate_hash("r_sssGlobalRadius")
},
{
"r_sssJitterRadius",
"Percentage of the kernel to be jittered",
generate_hash("r_sssJitterRadius")
},
{
"r_sssNarrowRadius",
"Controls the narrow Gaussian radius",
generate_hash("r_sssNarrowRadius")
},
{
"r_sssPreset",
"Changes subsurface scattering quality",
generate_hash("r_sssPreset")
},
{
"r_sssWideRadius",
"Controls the wide Gaussian radius",
generate_hash("r_sssWideRadius")
},
{
"r_subdiv",
"Enables Catmull Clark surface subdivision.",
generate_hash("r_subdiv")
},
{
"r_subdivLimit",
"Set the maximum Catmull Clark subdivision level.",
generate_hash("r_subdivLimit")
},
{
"r_subdivPatchCount",
"Patches per thread group for sub-division surfaces.",
generate_hash("r_subdivPatchCount")
},
{
"r_subdomainLimit",
"Maximum number of extra tessellation subdivisions using instancing (max tess amts are 0:64, 1:128, 2:192, 3:256, max instances used are 0:1, 1:4, 2:9, 3:12)",
generate_hash("r_subdomainLimit")
},
{
"r_subdomainScale",
"Debug only: Scales the extra subdivision amount (for values < 1, not all instanced sub triangles will draw).",
generate_hash("r_subdomainScale")
},
{
"r_subwindow",
"subwindow to draw: left, right, top, bottom",
generate_hash("r_subwindow")
},
{
"r_sun_from_dvars",
"Set sun flare values from dvars rather than the level",
generate_hash("r_sun_from_dvars")
},
{
"r_sun_fx_position",
"Position in degrees of the sun effect",
generate_hash("r_sun_fx_position")
},
{
"r_sunblind_fadein",
"time in seconds to fade blind from 0% to 100%",
generate_hash("r_sunblind_fadein")
},
{
"r_sunblind_fadeout",
"time in seconds to fade blind from 100% to 0%",
generate_hash("r_sunblind_fadeout")
},
{
"r_sunblind_max_angle",
"angle from sun in degrees inside which effect is max",
generate_hash("r_sunblind_max_angle")
},
{
"r_sunblind_max_darken",
"0-1 fraction for how black the world is at max blind",
generate_hash("r_sunblind_max_darken")
},
{
"r_sunblind_min_angle",
"angle from sun in degrees outside which effect is 0",
generate_hash("r_sunblind_min_angle")
},
{
"r_sunflare_fadein",
"time in seconds to fade alpha from 0% to 100%",
generate_hash("r_sunflare_fadein")
},
{
"r_sunflare_fadeout",
"time in seconds to fade alpha from 100% to 0%",
generate_hash("r_sunflare_fadeout")
},
{
"r_sunflare_max_alpha",
"0-1 vertex color and alpha of sun at max effect",
generate_hash("r_sunflare_max_alpha")
},
{
"r_sunflare_max_angle",
"angle from sun in degrees inside which effect is max",
generate_hash("r_sunflare_max_angle")
},
{
"r_sunflare_max_size",
"largest size of flare effect in pixels at 640x480",
generate_hash("r_sunflare_max_size")
},
{
"r_sunflare_min_angle",
"angle from sun in degrees outside which effect is 0",
generate_hash("r_sunflare_min_angle")
},
{
"r_sunflare_min_size",
"smallest size of flare effect in pixels at 640x480",
generate_hash("r_sunflare_min_size")
},
{
"r_sunflare_shader",
"name for flare effect; can be any material",
generate_hash("r_sunflare_shader")
},
{
"r_sunglare_fadein",
"time in seconds to fade glare from 0% to 100%",
generate_hash("r_sunglare_fadein")
},
{
"r_sunglare_fadeout",
"time in seconds to fade glare from 100% to 0%",
generate_hash("r_sunglare_fadeout")
},
{
"r_sunglare_max_angle",
"angle from sun in degrees inside which effect is max",
generate_hash("r_sunglare_max_angle")
},
{
"r_sunglare_max_lighten",
"0-1 fraction for how white the world is at max glare",
generate_hash("r_sunglare_max_lighten")
},
{
"r_sunglare_min_angle",
"angle from sun in degrees inside which effect is max",
generate_hash("r_sunglare_min_angle")
},
{
"r_sunInfDist",
"Sun infinite distance used to place sun fx",
generate_hash("r_sunInfDist")
},
{
"r_sunshadowmap_cmdbuf_worker",
"Process shadowmap command buffer in a separate thread",
generate_hash("r_sunshadowmap_cmdbuf_worker")
},
{
"r_sunsprite_shader",
"name for static sprite; can be any material",
generate_hash("r_sunsprite_shader")
},
{
"r_sunsprite_size",
"diameter in pixels at 640x480 and 80 fov",
generate_hash("r_sunsprite_size")
},
{
"r_surfaceHDRScalarUseTweaks",
"Enables lit and unlit surface scalar tweaks",
generate_hash("r_surfaceHDRScalarUseTweaks")
},
{
"r_tessellation",
"Enables tessellation of world geometry, with an optional cutoff distance.",
generate_hash("r_tessellation")
},
{
"r_tessellationCutoffDistance",
"Distance at which world geometry ceases to tessellate.",
generate_hash("r_tessellationCutoffDistance")
},
{
"r_tessellationCutoffFalloff",
"Range over which tessellation is faded out, up to the cutoff.",
generate_hash("r_tessellationCutoffFalloff")
},
{
"r_tessellationEyeScale",
"Scale applied due to eye * object normal for less tessellation on facing polygons.",
generate_hash("r_tessellationEyeScale")
},
{
"r_tessellationFactor",
"Target edge length, based on dividing full window height by this factor, for dynamic tessellation. Use zero to disable tessellation.",
generate_hash("r_tessellationFactor")
},
{
"r_tessellationHeightAuto",
"Correctly auto scale displacement heights for layers to grow as texture is stretched over larger surface areas to preserve feature proportions.",
generate_hash("r_tessellationHeightAuto")
},
{
"r_tessellationHeightScale",
"Displacement height scale factor.",
generate_hash("r_tessellationHeightScale")
},
{
"r_tessellationHybrid",
"Hybrid per pixel displacement scale.",
generate_hash("r_tessellationHybrid")
},
{
"r_tessellationLodBias",
"Displacement map lod bias.",
generate_hash("r_tessellationLodBias")
},
{
"r_texFilterAnisoMax",
"Maximum anisotropy to use for texture filtering",
generate_hash("r_texFilterAnisoMax")
},
{
"r_texFilterAnisoMin",
"Minimum anisotropy to use for texture filtering (overridden by max)",
generate_hash("r_texFilterAnisoMin")
},
{
"r_texFilterDisable",
"Disables all texture filtering (uses nearest only.)",
generate_hash("r_texFilterDisable")
},
{
"r_texFilterMipBias",
"Change the mipmap bias",
generate_hash("r_texFilterMipBias")
},
{
"r_texFilterMipMode",
"Forces all mipmaps to use a particular blend between levels (or disables mipping.)",
generate_hash("r_texFilterMipMode")
},
{
"r_texFilterProbeBilinear",
"Force reflection probe to use bilinear filter",
generate_hash("r_texFilterProbeBilinear")
},
{
"r_texShowMipMode",
"Forces textures with the specified mip filtering to draw black.",
generate_hash("r_texShowMipMode")
},
{
"r_thermalColorOffset",
"Offset of the thermal colors (offset + scale*color)",
generate_hash("r_thermalColorOffset")
},
{
"r_thermalColorScale",
"Scale of the thermal colors (offset + scale*color)",
generate_hash("r_thermalColorScale")
},
{
"r_thermalDetailScale",
"Scale of the detail that is added to the thermal map from the normal map (multiplies the detail amount from AssetManager)",
generate_hash("r_thermalDetailScale")
},
{
"r_thermalFadeColor",
"Color the thermal fades to at distance.",
generate_hash("r_thermalFadeColor")
},
{
"r_thermalFadeControl",
"Select thermal fade mode",
generate_hash("r_thermalFadeControl")
},
{
"r_thermalFadeMax",
"Distance at which thermal stops fading",
generate_hash("r_thermalFadeMax")
},
{
"r_thermalFadeMin",
"Distance at which thermal starts fading",
generate_hash("r_thermalFadeMin")
},
{
"r_tonemap",
"HDR Tonemapping mode",
generate_hash("r_tonemap")
},
{
"r_tonemapAdaptSpeed",
"HDR Tonemap exposure adaptation speed",
generate_hash("r_tonemapAdaptSpeed")
},
{
"r_tonemapAuto",
"HDR Tonemapping performs auto-exposure",
generate_hash("r_tonemapAuto")
},
{
"r_tonemapAutoExposureAdjust",
"HDR Tonemap Auto Exposure Adjust value (set to 0.0 for automatic adjustment)",
generate_hash("r_tonemapAutoExposureAdjust")
},
{
"r_tonemapBlack",
"HDR Filmic Tonemap black point",
generate_hash("r_tonemapBlack")
},
{
"r_tonemapBlend",
"HDR Tonemapping blends between exposures",
generate_hash("r_tonemapBlend")
},
{
"r_tonemapCrossover",
"HDR Filmic Tonemap crossover point",
generate_hash("r_tonemapCrossover")
},
{
"r_tonemapDarkEv",
"HDR Tonemap Dark EV",
generate_hash("r_tonemapDarkEv")
},
{
"r_tonemapDarkExposureAdjust",
"HDR Tonemap Dark Exposure Adjust",
generate_hash("r_tonemapDarkExposureAdjust")
},
{
"r_tonemapExposure",
"HDR Tonemap exposure (in EV) override (only works in non-auto mode)",
generate_hash("r_tonemapExposure")
},
{
"r_tonemapExposureAdjust",
"HDR Tonemap exposure adjustment (in EV, 0 is no adjustment, works like a camera where +1 reduces EV by 1)",
generate_hash("r_tonemapExposureAdjust")
},
{
"r_tonemapGamma",
"HDR Tonemap gamma curve power",
generate_hash("r_tonemapGamma")
},
{
"r_tonemapHighlightRange",
"HDR Tonemap dynamic range, which determines white point luminance",
generate_hash("r_tonemapHighlightRange")
},
{
"r_tonemapLightEv",
"HDR Tonemap Light EV",
generate_hash("r_tonemapLightEv")
},
{
"r_tonemapLightExposureAdjust",
"HDR Tonemap Light Exposure Adjust",
generate_hash("r_tonemapLightExposureAdjust")
},
{
"r_tonemapLockAutoExposureAdjust",
"HDR Tonemapping lock auto exposure adjust",
generate_hash("r_tonemapLockAutoExposureAdjust")
},
{
"r_tonemapMaxExposure",
"HDR Tonemap maximum exposure (in EV)",
generate_hash("r_tonemapMaxExposure")
},
{
"r_tonemapMaxExposureAdjust",
"HDR Tonemap Max Exposure Adjust",
generate_hash("r_tonemapMaxExposureAdjust")
},
{
"r_tonemapMidEv",
"HDR Tonemap Mid EV",
generate_hash("r_tonemapMidEv")
},
{
"r_tonemapMidExposureAdjust",
"HDR Tonemap Mid Exposure Adjust",
generate_hash("r_tonemapMidExposureAdjust")
},
{
"r_tonemapMinExposureAdjust",
"HDR Tonemap Min Exposure Adjust",
generate_hash("r_tonemapMinExposureAdjust")
},
{
"r_tonemapShoulder",
"HDR Filmic Tonemap shoulder control (0 is linear)",
generate_hash("r_tonemapShoulder")
},
{
"r_tonemapToe",
"HDR Filmic Tonemap toe control (0 is linear)",
generate_hash("r_tonemapToe")
},
{
"r_tonemapUseCS",
"HDR Tonemapping uses compute shader.",
generate_hash("r_tonemapUseCS")
},
{
"r_tonemapUseTweaks",
"Override tone map LightSet settings with tweak dvar values.",
generate_hash("r_tonemapUseTweaks")
},
{
"r_tonemapWhite",
"HDR Filmic Tonemap white point",
generate_hash("r_tonemapWhite")
},
{
"r_ui3d_debug_display",
"Show UI3D debug overlay",
generate_hash("r_ui3d_debug_display")
},
{
"r_ui3d_h",
"ui3d texture window height",
generate_hash("r_ui3d_h")
},
{
"r_ui3d_use_debug_values",
"Use UI debug values",
generate_hash("r_ui3d_use_debug_values")
},
{
"r_ui3d_w",
"ui3d texture window width",
generate_hash("r_ui3d_w")
},
{
"r_ui3d_x",
"ui3d texture window x",
generate_hash("r_ui3d_x")
},
{
"r_ui3d_y",
"ui3d texture window y",
generate_hash("r_ui3d_y")
},
{
"r_uiBlurDstMode",
"UI blur distortion mode. Fast uses the scene mip map render target, PostSun uses a downsampled post sun resolve buffer, PostSun HQ uses a gaussian blurred post sun resolve buffer.",
generate_hash("r_uiBlurDstMode")
},
{
"r_umbra",
"Enables Umbra-based portal culling.",
generate_hash("r_umbra")
},
{
"r_umbraAccurateOcclusionThreshold",
"The distance (in inches) to which accurate occlusion information is gathered. -1.0 = deduced automatically.",
"Bias value on force to push ragdolls out of environment.",
generate_hash("ragdoll_resolve_penetration_bias")
},
{
"ragdoll_rotvel_scale",
"Ragdoll rotational velocity estimate scale",
generate_hash("ragdoll_rotvel_scale")
},
{
"ragdoll_self_collision_scale",
"Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating",
generate_hash("ragdoll_self_collision_scale")
},
{
"ragdoll_stretch_iters",
"Iterations to run the alternate limb solver",
generate_hash("ragdoll_stretch_iters")
},
{
"rankedPlayEndMatchKeepLobby",
"keep the lobby if the lobby host is in our private party.",
generate_hash("rankedPlayEndMatchKeepLobby")
},
{
"rankedPlaylistLockoutDuration",
"Time in seconds to lock the ranked play playlist if a player quit the match early.",
generate_hash("rankedPlaylistLockoutDuration")
},
{
"rate",
"Player's preferred network rate",
generate_hash("rate")
},
{
"RemoteCameraSounds_DryLevel",
"",
generate_hash("RemoteCameraSounds_DryLevel")
},
{
"RemoteCameraSounds_RoomType",
"",
generate_hash("RemoteCameraSounds_RoomType")
},
{
"RemoteCameraSounds_WetLevel",
"",
generate_hash("RemoteCameraSounds_WetLevel")
},
{
"requireOpenNat",
"",
generate_hash("requireOpenNat")
},
{
"restrictMapPacksToGroups",
"Restrict map pack usage to needing all maps in an ala carte package in order to use as search criteria",
generate_hash("restrictMapPacksToGroups")
},
{
"riotshield_bullet_damage_scale",
"Value to scale bullet damage to deployed riotshield.",
generate_hash("riotshield_bullet_damage_scale")
},
{
"riotshield_deploy_limit_radius",
"Min distance deployed riotshields must be from each other.",
generate_hash("riotshield_deploy_limit_radius")
},
{
"riotshield_deploy_trace_parallel",
"Report collisions when riotshield traces are parallel to plane of triangle. If disabled traces parallel to triangle planes do not report collisions at all.",
generate_hash("riotshield_deploy_trace_parallel")
},
{
"riotshield_deployed_health",
"Deployed riotshield health.",
generate_hash("riotshield_deployed_health")
},
{
"riotshield_destroyed_cleanup_time",
"Time (in seconds) destroyed riotshield model persists before disappearing",
"Enable turret traces that are parallel to plane of triangle. If 0, traces parallel to triangle planes do not report collisions at all. If 2 (debug-only), then trace code ping pongs between new and old.",
generate_hash("sentry_placement_trace_parallel")
},
{
"sentry_placement_trace_pitch",
"Pitch used for the trace axis",
generate_hash("sentry_placement_trace_pitch")
},
{
"sentry_placement_trace_radius",
"Radius of the bound used for the placement trace",
generate_hash("sentry_placement_trace_radius")
},
{
"sentry_placement_trace_radius_canon_safety",
"Extra radius used in the forward direction to compensate for the canon length",
"Show the debug ammo counter when unable to show ar ammo counter",
generate_hash("showDebugAmmoCounter")
},
{
"showPlaylistTotalPlayers",
"Toggle the display of the total number of players in a playlist and online",
generate_hash("showPlaylistTotalPlayers")
},
{
"sm_cacheSpotShadows",
"Cache spot shadow maps, improves shadow map performance at the cost of memory (requires vid_restart)",
generate_hash("sm_cacheSpotShadows")
},
{
"sm_cacheSpotShadowsEnabled",
"Enables caching of spot shadows.",
generate_hash("sm_cacheSpotShadowsEnabled")
},
{
"sm_cacheSunShadow",
"Cache sun shadow map, improves shadow map performance at the cost of memory (requires vid_restart)",
generate_hash("sm_cacheSunShadow")
},
{
"sm_cacheSunShadowEnabled",
"Enables caching of sun-based shadows.",
generate_hash("sm_cacheSunShadowEnabled")
},
{
"sm_cameraOffset",
"",
generate_hash("sm_cameraOffset")
},
{
"sm_dynlightAllSModels",
"Enable, from script, rendering all static models in dynamic light volume when shadow mapping",
generate_hash("sm_dynlightAllSModels")
},
{
"sm_enable",
"Enable shadow mapping",
generate_hash("sm_enable")
},
{
"sm_fastSunShadow",
"Fast sun shadow",
generate_hash("sm_fastSunShadow")
},
{
"sm_lightScore_eyeProjectDist",
"When picking shadows for primary lights, measure distance from a point this far in front of the camera.",
generate_hash("sm_lightScore_eyeProjectDist")
},
{
"sm_lightScore_spotProjectFrac",
"When picking shadows for primary lights, measure distance from a point this far in front of the camera.",
generate_hash("sm_lightScore_spotProjectFrac")
},
{
"sm_maxLightsWithShadows",
"Limits how many primary lights can have shadow maps",
generate_hash("sm_maxLightsWithShadows")
},
{
"sm_minSpotLightScore",
"Minimum score (based on intensity, radius, and position relative to the camera) for a spot light to have shadow maps.",
generate_hash("sm_minSpotLightScore")
},
{
"sm_polygonOffsetBias",
"Shadow map offset bias",
generate_hash("sm_polygonOffsetBias")
},
{
"sm_polygonOffsetClamp",
"Shadow map offset clamp",
generate_hash("sm_polygonOffsetClamp")
},
{
"sm_polygonOffsetPreset",
"Shadow map polygon offset preset.",
generate_hash("sm_polygonOffsetPreset")
},
{
"sm_polygonOffsetScale",
"Shadow map offset scale",
generate_hash("sm_polygonOffsetScale")
},
{
"sm_qualitySpotShadow",
"Fast spot shadow",
generate_hash("sm_qualitySpotShadow")
},
{
"sm_shadowUseTweaks",
"Override shadow LightSet settings with tweak dvar values.",
generate_hash("sm_shadowUseTweaks")
},
{
"sm_spotDistCull",
"Distance cull spot shadows",
generate_hash("sm_spotDistCull")
},
{
"sm_spotEnable",
"Enable spot shadow mapping from script",
generate_hash("sm_spotEnable")
},
{
"sm_spotFilterRadius",
"Spot soft shadows filter radius",
generate_hash("sm_spotFilterRadius")
},
{
"sm_spotLightScoreModelScale",
"Scale the calculated spot light score by this value if the light currently only affects static or script brush models.",
generate_hash("sm_spotLightScoreModelScale")
},
{
"sm_spotLightScoreRadiusPower",
"Power to apply to light radius when determining spot light shadowing score (1.0 means radius scales up score a lot, 0.0 means don't scale score using radius)",
generate_hash("sm_spotLightScoreRadiusPower")
},
{
"sm_spotLimit",
"Limit number of spot shadows from script",
generate_hash("sm_spotLimit")
},
{
"sm_spotShadowFadeTime",
"How many seconds it takes for a primary light shadow map to fade in or out",
generate_hash("sm_spotShadowFadeTime")
},
{
"sm_strictCull",
"Strict shadow map cull",
generate_hash("sm_strictCull")
},
{
"sm_sunEnable",
"Enable sun shadow mapping from script",
generate_hash("sm_sunEnable")
},
{
"sm_sunFilterRadius",
"Sun soft shadows filter radius",
generate_hash("sm_sunFilterRadius")
},
{
"sm_sunSampleSizeNear",
"Shadow sample size",
generate_hash("sm_sunSampleSizeNear")
},
{
"sm_sunShadowBoundsMax",
"Max Shadow Bounds",
generate_hash("sm_sunShadowBoundsMax")
},
{
"sm_sunShadowBoundsMin",
"Min Shadow Bounds",
generate_hash("sm_sunShadowBoundsMin")
},
{
"sm_sunShadowBoundsOverride",
"Override Shadow Bounds",
generate_hash("sm_sunShadowBoundsOverride")
},
{
"sm_sunShadowCenter",
"Sun shadow center, 0 0 0 means don't override",
generate_hash("sm_sunShadowCenter")
},
{
"sm_sunShadowCenterMode",
"When false center value only used for far map, when true sets both maps",
"How long to wait before building a new snapshot after a 'huge' snapshot is sent",
generate_hash("sv_hugeSnapshotDelay")
},
{
"sv_hugeSnapshotSize",
"Size of a snapshot to be considered 'huge'",
generate_hash("sv_hugeSnapshotSize")
},
{
"sv_kickBanTime",
"Time in seconds for a player to be banned from the server after being kicked",
generate_hash("sv_kickBanTime")
},
{
"sv_local_client_snapshot_msec",
"Local client snapshot rate, add to cl_penaltyTime",
generate_hash("sv_local_client_snapshot_msec")
},
{
"sv_maxclients",
"The maximum number of clients that can connect to a server",
generate_hash("sv_maxclients")
},
{
"sv_minPingClamp",
"Clamp the minimum ping to this value",
generate_hash("sv_minPingClamp")
},
{
"sv_network_fps",
"Number of times per second the server checks for net messages",
generate_hash("sv_network_fps")
},
{
"sv_numExpBackoffBeforeReleasingCachedSnapshots",
"if a client is under an exponential backoff over this dvar, then we will release all the cached snapshot data he owns and will send him a baseline if he reconnects",
"Scales the border color for the lowlight color on certain UI borders",
generate_hash("ui_borderLowLightScale")
},
{
"ui_browserFriendlyfire",
"Friendly fire is active",
generate_hash("ui_browserFriendlyfire")
},
{
"ui_browserKillcam",
"Kill cam is active",
generate_hash("ui_browserKillcam")
},
{
"ui_browserMod",
"UI Mod value",
generate_hash("ui_browserMod")
},
{
"ui_browserShowDedicated",
"Show dedicated servers only",
generate_hash("ui_browserShowDedicated")
},
{
"ui_browserShowEmpty",
"Show empty servers",
generate_hash("ui_browserShowEmpty")
},
{
"ui_browserShowFull",
"Show full servers",
generate_hash("ui_browserShowFull")
},
{
"ui_browserShowPassword",
"Show servers that are password protected",
generate_hash("ui_browserShowPassword")
},
{
"ui_browserShowPure",
"Show pure servers only",
generate_hash("ui_browserShowPure")
},
{
"ui_buildLocation",
"Where to draw the build number",
generate_hash("ui_buildLocation")
},
{
"ui_buildSize",
"Font size to use for the build number",
generate_hash("ui_buildSize")
},
{
"ui_challenge_1_ref",
"",
generate_hash("ui_challenge_1_ref")
},
{
"ui_challenge_2_ref",
"",
generate_hash("ui_challenge_2_ref")
},
{
"ui_challenge_3_ref",
"",
generate_hash("ui_challenge_3_ref")
},
{
"ui_challenge_4_ref",
"",
generate_hash("ui_challenge_4_ref")
},
{
"ui_challenge_5_ref",
"",
generate_hash("ui_challenge_5_ref")
},
{
"ui_challenge_6_ref",
"",
generate_hash("ui_challenge_6_ref")
},
{
"ui_challenge_7_ref",
"",
generate_hash("ui_challenge_7_ref")
},
{
"ui_changeclass_menu_open",
"",
generate_hash("ui_changeclass_menu_open")
},
{
"ui_changeteam_menu_open",
"",
generate_hash("ui_changeteam_menu_open")
},
{
"ui_cinematicsTimestamp",
"Shows cinematics timestamp on subtitle UI elements.",
generate_hash("ui_cinematicsTimestamp")
},
{
"ui_class_menu_open",
"",
generate_hash("ui_class_menu_open")
},
{
"ui_connectScreenTextGlowColor",
"Glow color applied to the mode and map name strings on the connect screen.",
generate_hash("ui_connectScreenTextGlowColor")
},
{
"ui_contextualMenuLocation",
"Contextual menu location from where you entered the store.",
generate_hash("ui_contextualMenuLocation")
},
{
"ui_controls_menu_open",
"",
generate_hash("ui_controls_menu_open")
},
{
"ui_currentFeederMapIndex",
"Currently selected map",
generate_hash("ui_currentFeederMapIndex")
},
{
"ui_currentMap",
"Current map index",
generate_hash("ui_currentMap")
},
{
"ui_customClassName",
"Custom Class name",
generate_hash("ui_customClassName")
},
{
"ui_customModeEditName",
"Name to give the currently edited custom game mode when editing is complete",
generate_hash("ui_customModeEditName")
},
{
"ui_customModeName",
"Custom game mode name",
generate_hash("ui_customModeName")
},
{
"ui_danger_team",
"",
generate_hash("ui_danger_team")
},
{
"ui_debugMode",
"Draw ui debug info on the screen.",
generate_hash("ui_debugMode")
},
{
"ui_disableInGameStore",
"This will disable the ingame store button on the xbox live menu.",
generate_hash("ui_disableInGameStore")
},
{
"ui_disableTokenRedemption",
"This will disable the token redemption option in the in-game store menu.",
generate_hash("ui_disableTokenRedemption")
},
{
"ui_drawCrosshair",
"Whether to draw crosshairs.",
generate_hash("ui_drawCrosshair")
},
{
"ui_editSquadMemberIndex",
"Which squad member is currently being edited",
generate_hash("ui_editSquadMemberIndex")
},
{
"ui_extraBigFont",
"Extra big font scale",
generate_hash("ui_extraBigFont")
},
{
"ui_game_state",
"",
generate_hash("ui_game_state")
},
{
"ui_gametype",
"Current game type",
generate_hash("ui_gametype")
},
{
"ui_halftime",
"",
generate_hash("ui_halftime")
},
{
"ui_hitloc_0",
"",
generate_hash("ui_hitloc_0")
},
{
"ui_hitloc_1",
"",
generate_hash("ui_hitloc_1")
},
{
"ui_hitloc_2",
"",
generate_hash("ui_hitloc_2")
},
{
"ui_hitloc_3",
"",
generate_hash("ui_hitloc_3")
},
{
"ui_hitloc_4",
"",
generate_hash("ui_hitloc_4")
},
{
"ui_hitloc_5",
"",
generate_hash("ui_hitloc_5")
},
{
"ui_hitloc_damage_0",
"",
generate_hash("ui_hitloc_damage_0")
},
{
"ui_hitloc_damage_1",
"",
generate_hash("ui_hitloc_damage_1")
},
{
"ui_hitloc_damage_2",
"",
generate_hash("ui_hitloc_damage_2")
},
{
"ui_hitloc_damage_3",
"",
generate_hash("ui_hitloc_damage_3")
},
{
"ui_hitloc_damage_4",
"",
generate_hash("ui_hitloc_damage_4")
},
{
"ui_hitloc_damage_5",
"",
generate_hash("ui_hitloc_damage_5")
},
{
"ui_hud_hardcore",
"Whether the HUD should be suppressed for hardcore mode",
generate_hash("ui_hud_hardcore")
},
{
"ui_hud_obituaries",
"",
generate_hash("ui_hud_obituaries")
},
{
"ui_inactiveBaseColor",
"The local player's rank/stats font color when shown in lobbies and parties",
generate_hash("ui_inactiveBaseColor")
},
{
"ui_inactivePartyColor",
"",
generate_hash("ui_inactivePartyColor")
},
{
"ui_inGameStoreOpen",
"is the InGameStore open",
generate_hash("ui_inGameStoreOpen")
},
{
"ui_inhostmigration",
"",
generate_hash("ui_inhostmigration")
},
{
"ui_joinGametype",
"Game join type",
generate_hash("ui_joinGametype")
},
{
"ui_loadMenuName",
"Frontend menu will start on this level instead of lockout",
generate_hash("ui_loadMenuName")
},
{
"ui_mapname",
"Current map name",
generate_hash("ui_mapname")
},
{
"ui_mapvote_entrya_gametype",
"Primary map vote entry game type",
generate_hash("ui_mapvote_entrya_gametype")
},
{
"ui_mapvote_entrya_mapname",
"Primary map vote entry map name",
generate_hash("ui_mapvote_entrya_mapname")
},
{
"ui_mapvote_entryb_gametype",
"Secondary map vote entry game type",
generate_hash("ui_mapvote_entryb_gametype")
},
{
"ui_mapvote_entryb_mapname",
"Secondary map vote entry map name",
generate_hash("ui_mapvote_entryb_mapname")
},
{
"ui_maxclients",
"undefined",
generate_hash("ui_maxclients")
},
{
"ui_missingMapName",
"Name of map to show in missing content error",
generate_hash("ui_missingMapName")
},
{
"ui_mousePitch",
"",
generate_hash("ui_mousePitch")
},
{
"ui_multiplayer",
"True if the game is multiplayer",
generate_hash("ui_multiplayer")
},
{
"ui_myPartyColor",
"Player name font color when in the same party as the local player",
generate_hash("ui_myPartyColor")
},
{
"ui_netGametype",
"Game type",
generate_hash("ui_netGametype")
},
{
"ui_netGametypeName",
"Displayed game type name",
generate_hash("ui_netGametypeName")
},
{
"ui_netSource",
"The network source where:\n 0:Local\n 1:Internet\n 2:Favourites",
generate_hash("ui_netSource")
},
{
"ui_onlineRequired",
"UI requires online connection to be present.",
generate_hash("ui_onlineRequired")
},
{
"ui_opensummary",
"",
generate_hash("ui_opensummary")
},
{
"ui_override_halftime",
"",
generate_hash("ui_override_halftime")
},
{
"ui_partyFull",
"True if the current party is full.",
generate_hash("ui_partyFull")
},
{
"ui_playerPartyColor",
"",
generate_hash("ui_playerPartyColor")
},
{
"ui_playlistActionButtonAlpha",
"The current alpha of the playlist selection button",
generate_hash("ui_playlistActionButtonAlpha")
},
{
"ui_playlistCategoryDisabledColor",
"The color of playlist categories when disabled",
generate_hash("ui_playlistCategoryDisabledColor")
},
{
"ui_playlistCategoryEnabledColor",
"The color of playlist categories when enabled",
generate_hash("ui_playlistCategoryEnabledColor")
},
{
"ui_promotion",
"",
generate_hash("ui_promotion")
},
{
"ui_remoteTankUseTime",
"",
generate_hash("ui_remoteTankUseTime")
},
{
"ui_scorelimit",
"",
generate_hash("ui_scorelimit")
},
{
"ui_selectedFeederMap",
"Current preview game type",
generate_hash("ui_selectedFeederMap")
},
{
"ui_serverStatusTimeOut",
"Time in milliseconds before a server status request times out",
generate_hash("ui_serverStatusTimeOut")
},
{
"ui_show_store",
"Use to enable the store button",
generate_hash("ui_show_store")
},
{
"ui_showDLCMaps",
"Whether to display the DLC maps.",
generate_hash("ui_showDLCMaps")
},
{
"ui_showInfo",
"",
generate_hash("ui_showInfo")
},
{
"ui_showList",
"Show onscreen list of currently visible menus",
generate_hash("ui_showList")
},
{
"ui_showmap",
"",
generate_hash("ui_showmap")
},
{
"ui_showMenuOnly",
"If set, only menus using this name will draw.",
generate_hash("ui_showMenuOnly")
},
{
"ui_showMinimap",
"",
generate_hash("ui_showMinimap")
},
{
"ui_sliderSteps",
"The number of steps for a slider itemdef",
generate_hash("ui_sliderSteps")
},
{
"ui_smallFont",
"Small font scale",
generate_hash("ui_smallFont")
},
{
"ui_textScrollFadeTime",
"Text scrolling takes this long (seconds) to fade out at the end before restarting",
generate_hash("ui_textScrollFadeTime")
},
{
"ui_textScrollPauseEnd",
"Text scrolling waits this long (seconds) before starting",
generate_hash("ui_textScrollPauseEnd")
},
{
"ui_textScrollPauseStart",
"Text scrolling waits this long (seconds) before starting",
generate_hash("ui_textScrollPauseStart")
},
{
"ui_textScrollSpeed",
"Speed at which text scrolls vertically",
generate_hash("ui_textScrollSpeed")
},
{
"ui_timelimit",
"",
generate_hash("ui_timelimit")
},
{
"uiscript_debug",
"spam debug info for the ui script",
generate_hash("uiscript_debug")
},
{
"unlock_breadcrumb_killswitch",
"True to enable unlock breadcrumbs",
generate_hash("unlock_breadcrumb_killswitch")
},
{
"uno_current_tos_version",
"Current Uno Terms of Service Version",
generate_hash("uno_current_tos_version")
},
{
"use_filtered_query_pass",
"Dictates whether to use the filtered query for MMing or not",
generate_hash("use_filtered_query_pass")
},
{
"use_weighted_dlc_exactmatch_pass",
"Dictates whether to use a search weighted pass with the DLC match set to exact for MMing or not",
generate_hash("use_weighted_dlc_exactmatch_pass")
},
{
"use_weighted_pass",
"Dictates whether to use the search weighted pass for MMing or not",
generate_hash("use_weighted_pass")
},
{
"useCPMarkerForCPOwnership",
"If set, we will check the player inventory to see if he owns the redeemedItem for a contentPack if this contentPack is not available for the player",
generate_hash("useCPMarkerForCPOwnership")
},
{
"useonlinestats",
"Whether to use online stats when in offline modes",
generate_hash("useonlinestats")
},
{
"useRelativeTeamColors",
"Whether to use relative team colors.",
generate_hash("useRelativeTeamColors")
},
{
"userFileFetchTimeout",
"default timeout for user files FETCH tasks (in seconds)",
generate_hash("userFileFetchTimeout")
},
{
"userGroup_active",
"Are we allowed to show Usergroups or not",
generate_hash("userGroup_active")
},
{
"userGroup_cool_off_time",
"Cool off time between calls to fetch the elite clan",
generate_hash("userGroup_cool_off_time")
},
{
"userGroup_coop_delay",
"Delay between a player joining a coop lobby and the DW user group task starting",
generate_hash("userGroup_coop_delay")
},
{
"userGroup_max_retry_time",
"Max time that the usergroup read find can retry",
generate_hash("userGroup_max_retry_time")
},
{
"userGroup_refresh_time_secs",
"Time in seconds between re-sending lobby group data to confirmed users.",
generate_hash("userGroup_refresh_time_secs")
},
{
"userGroup_retry_step",
"Step in m/s for the usegroup read retry",
generate_hash("userGroup_retry_step")
},
{
"userGroup_RetryTime",
"Time in ms between sending lobby group data retrys.",
generate_hash("userGroup_RetryTime")
},
{
"useStatsGroups",
"If true then StatsGroups are in use for all playerdata.ddl accessing.",
generate_hash("useStatsGroups")
},
{
"useTagFlashSilenced",
"When true, silenced weapons will use \"tag_flash_silenced\" instead of \"tag_flash\".",
generate_hash("useTagFlashSilenced")
},
{
"using_mlg",
"MLG feature on/off",
generate_hash("using_mlg")
},
{
"validate_apply_clamps",
"True if individual stat validation failure reverts the value",
generate_hash("validate_apply_clamps")
},
{
"validate_apply_revert",
"True if individual stat validation failure reverts the value",
generate_hash("validate_apply_revert")
},
{
"validate_apply_revert_full",
"True if any individual stat validation failure causes a full stats revert",
generate_hash("validate_apply_revert_full")
},
{
"validate_clamp_assists",
"The maximum number of assists a player can make in a match",
generate_hash("validate_clamp_assists")
},
{
"validate_clamp_experience",
"The maximum experience a player can gain in a match",
generate_hash("validate_clamp_experience")
},
{
"validate_clamp_headshots",
"The maximum number of headshots a player can make in a match",
generate_hash("validate_clamp_headshots")
},
{
"validate_clamp_hits",
"The maximum number of hits player can make in a match",
generate_hash("validate_clamp_hits")
},
{
"validate_clamp_kills",
"The maximum number of kills a player can make in a match",
generate_hash("validate_clamp_kills")
},
{
"validate_clamp_losses",
"The maximum number of losses a player can make in a match",
generate_hash("validate_clamp_losses")
},
{
"validate_clamp_misses",
"The maximum number of misses player can make in a match",
generate_hash("validate_clamp_misses")
},
{
"validate_clamp_ties",
"The maximum number of ties a player can make in a match",
generate_hash("validate_clamp_ties")
},
{
"validate_clamp_totalshots",
"The maximum number of totalshots player can make in a match",
generate_hash("validate_clamp_totalshots")
},
{
"validate_clamp_weaponXP",
"The maximum experience a weapon can gain in a match",
generate_hash("validate_clamp_weaponXP")
},
{
"validate_clamp_wins",
"The maximum number of wins a player can make in a match",
generate_hash("validate_clamp_wins")
},
{
"validate_drop_on_fail",
"True if stats validation failure results in dropping from the match",
generate_hash("validate_drop_on_fail")
},
{
"veh_aiOverSteerScale",
"Scaler used to cause ai vehicles to over steer",
generate_hash("veh_aiOverSteerScale")
},
{
"veh_boneControllerLodDist",
"Distance at which bone controllers are not updated.",
generate_hash("veh_boneControllerLodDist")
},
{
"veh_boneControllerUnLodDist",
"Distance at which bone controllers start updating when not moving.",
generate_hash("veh_boneControllerUnLodDist")
},
{
"vehAudio_inAirPitchDownLerp",
"Rate at which the pitch lerps down",
generate_hash("vehAudio_inAirPitchDownLerp")
},
{
"vehAudio_inAirPitchUpLerp",
"Rate at which the pitch lerps up",
generate_hash("vehAudio_inAirPitchUpLerp")
},
{
"vehAudio_spawnVolumeTime",
"Seconds it takes for spawned vehicles to reach full volume.",
generate_hash("vehAudio_spawnVolumeTime")
},
{
"vehCam_freeLook",
"Enables free look mode",
generate_hash("vehCam_freeLook")
},
{
"vehCam_mode",
"Camera modes: 1st person, 3rd person, or both",
generate_hash("vehCam_mode")
},
{
"vehDroneDebugDrawPath",
"Debug render the drone draw paths.",
generate_hash("vehDroneDebugDrawPath")
},
{
"vehHelicopterBoundsRadius",
"The radius of the collision volume to be used when colliding with world geometry.",
generate_hash("vehHelicopterBoundsRadius")
},
{
"vehHelicopterDecelerationFwd",
"Set the deceleration of the player helicopter (as a fraction of acceleration) in the direction the chopper is facing. So 1.0 makes it equal to the acceleration.",
generate_hash("vehHelicopterDecelerationFwd")
},
{
"vehHelicopterDecelerationSide",
"Set the side-to-side deceleration of the player helicopter (as a fraction of acceleration). So 1.0 makes it equal to the acceleration.",
generate_hash("vehHelicopterDecelerationSide")
},
{
"vehHelicopterDecelerationUp",
"Set the vertical deceleration of the player helicopter (as a fraction of acceleration). So 1.0 makes it equal to the acceleration.",
generate_hash("vehHelicopterDecelerationUp")
},
{
"vehHelicopterHeadSwayDontSwayTheTurret",
"If set, the turret will not fire through the crosshairs, but straight ahead of the vehicle, when the player is not freelooking.",
"The speed below which the player helicopter begins to jitter the tilt, for hovering",
generate_hash("vehHelicopterHoverSpeedThreshold")
},
{
"vehHelicopterInvertUpDown",
"Invert the altitude control on the player helicopter.",
generate_hash("vehHelicopterInvertUpDown")
},
{
"vehHelicopterJitterJerkyness",
"Specifies how jerky the tilt jitter should be",
generate_hash("vehHelicopterJitterJerkyness")
},
{
"vehHelicopterLookaheadTime",
"How far ahead (in seconds) the player helicopter looks ahead, to avoid hard collisions. (Like driving down the highway, you should keep 2 seconds distance between you and the vehicle in front of you)",
generate_hash("vehHelicopterLookaheadTime")
},
{
"vehHelicopterMaxAccel",
"Maximum horizontal acceleration of the player helicopter (in MPH per second)",
generate_hash("vehHelicopterMaxAccel")
},
{
"vehHelicopterMaxAccelVertical",
"Maximum vertical acceleration of the player helicopter (in MPH per second)",
generate_hash("vehHelicopterMaxAccelVertical")
},
{
"vehHelicopterMaxPitch",
"Maximum pitch of the player helicopter",
generate_hash("vehHelicopterMaxPitch")
},
{
"vehHelicopterMaxRoll",
"Maximum roll of the player helicopter",
generate_hash("vehHelicopterMaxRoll")
},
{
"vehHelicopterMaxSpeed",
"Maximum horizontal speed of the player helicopter (in MPH)",
generate_hash("vehHelicopterMaxSpeed")
},
{
"vehHelicopterMaxSpeedVertical",
"Maximum vertical speed of the player helicopter (in MPH)",
generate_hash("vehHelicopterMaxSpeedVertical")
},
{
"vehHelicopterMaxYawAccel",
"Maximum yaw acceleration of the player helicopter",
generate_hash("vehHelicopterMaxYawAccel")
},
{
"vehHelicopterMaxYawRate",
"Maximum yaw speed of the player helicopter",
generate_hash("vehHelicopterMaxYawRate")
},
{
"vehHelicopterPitchOffset",
"The resting pitch of the helicopter",
generate_hash("vehHelicopterPitchOffset")
},
{
"vehHelicopterRightStickDeadzone",
"Dead-zone for the axes of the right thumbstick. This helps to better control the two axes separately.",
generate_hash("vehHelicopterRightStickDeadzone")
},
{
"vehHelicopterScaleMovement",
"Scales down the smaller of the left stick axes.",
generate_hash("vehHelicopterScaleMovement")
},
{
"vehHelicopterSoftCollisions",
"Player helicopters have soft collisions (slow down before they collide).",
generate_hash("vehHelicopterSoftCollisions")
},
{
"vehHelicopterStrafeDeadzone",
"Dead-zone so that you can fly straight forward easily without accidentally strafing (and thus rolling).",