Justified
GmodGeneralConsole reference

Rendering

Low-level rendering commands for visuals and display.

Rendering

Low-level rendering commands for visuals and display.

This is a reference of all r_* console commands. Use find r in the console to search within this category.

All Commands (285)

CommandDefaultDescription
r_3dsky1Enable the rendering of 3d sky boxes
r_3dskyinreflection1Enable the rendering of 3d sky boxes in water reflection
r_AirboatPitchCurveLinear60-
r_AirboatPitchCurveZero25-
r_AirboatRollCurveLinear120-
r_AirboatRollCurveZero90-
r_AirboatViewBlendTo1-
r_AirboatViewBlendToScale0-
r_AirboatViewBlendToTime1-
r_ClipAreaFrustums1-
r_ClipAreaPortals1-
r_DispBuildable0-
r_DispDrawAxes0-
r_DispWalkable0-
r_DrawBeams10=Off, 1=Normal, 2=Wireframe
r_DrawDisp1Toggles rendering of displacment maps
r_DrawModelLightOrigin0-
r_DrawPortals0-
r_DrawRain1Enable/disable rain rendering.
r_DrawSpecificStaticProp-1-
r_ForceWaterLeaf1Enable for optimization to water - considers view in leaf under water for purposes of culling
r_JeepFOV0-
r_JeepViewBlendTo0-
r_JeepViewBlendToScale0-
r_JeepViewBlendToTime1-
r_PhysPropStaticLighting1-
r_PortalTestEnts1Clip entities against portal frustums.
r_RainHack0-
r_RainParticleDensity1000Density of Particle Rain 0-1
r_RainProfile0Enable/disable rain profiling.
r_RainRadius1500-
r_RainSideVel130How much sideways velocity rain gets.
r_RainSimulate1Enable/disable rain simulation.
r_RainSplashPercentage20-
r_ShowViewerArea0-
r_SnowColorBlue200Snow.
r_SnowColorGreen175Snow.
r_SnowColorRed150Snow.
r_SnowDebugBox0Snow Debug Boxes.
r_SnowEnable1Snow Enable
r_SnowEndAlpha255Snow.
r_SnowEndSize0Snow.
r_SnowFallSpeed1Snow fall speed scale.
r_SnowInsideRadius256Snow.
r_SnowOutsideRadius1024Snow.
r_SnowParticles500Snow.
r_SnowPosScale1Snow.
r_SnowRayEnable1Snow.
r_SnowRayLength8192Snow.
r_SnowRayRadius256Snow.
r_SnowSpeedScale1Snow.
r_SnowStartAlpha25Snow.
r_SnowStartSize1Snow.
r_SnowWindScale0Snow.
r_SnowZoomOffset384Snow.
r_SnowZoomRadius512Snow.
r_VehicleViewClamp1-
r_VehicleViewDampen0-
r_WaterDrawReflection1Enable water reflection
r_WaterDrawRefraction1Enable water refraction
r_ambientboost1Set to boost ambient term if it is totally swamped by local lights
r_ambientfactor5Boost ambient cube by no more than this factor
r_ambientfraction0Fraction of direct lighting that ambient cube must be below to trigger boosting
r_ambientlightingonly0Set this to 1 to light models with only ambient lighting (and no static lighting).
r_ambientmin0Threshold above which ambient cube will not boost (i.e. it's already sufficiently bright
r_aspectratio0-
r_avglight1-
r_avglightmap0-
r_bloomtintb0-
r_bloomtintexponent2-
r_bloomtintg0-
r_bloomtintr0-
r_cheapwaterendcmd-
r_cheapwaterstartcmd-
r_cleardecalscmdUsage r_cleardecals <permanent>.
r_colorstaticprops0-
r_debugcheapwater0-
r_debugrandomstaticlighting0Set to 1 to randomize static lighting for debugging. Must restart for change to take affect.
r_decal_cover_count4-
r_decal_overlap_area0-
r_decal_overlap_count3-
r_decals2048Maximum amount of decals to display. (Map reload required)
r_decalstaticprops1Decal static props test
r_depthoverlay0Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
r_dopixelvisibility1-
r_drawbatchdecals1Render decals batched.
r_drawbrushmodels1Render brush models. 0=Off, 1=Normal, 2=Wireframe
r_drawclipbrushes0Draw clip brushes (red=NPC+player, pink=player, purple=NPC)
r_drawdecals1Render decals.
r_drawdetailprops10=Off, 1=Normal, 2=Wireframe
r_drawentities1-
r_drawflecks1-
r_drawfuncdetail1Render func_detail
r_drawleaf-1Draw the specified leaf.
r_drawlightcache00: off 1: draw light cache entries 2: draw rays
r_drawlightinfo0-
r_drawlights0-
r_drawmodeldecals1-
r_drawmodelstatsoverlay0-
r_drawmodelstatsoverlaydistance500-
r_drawmodelstatsoverlaymax1time in milliseconds beyond which a model overlay is fully red in r_drawmodelstatsoverlay 2
r_drawmodelstatsoverlaymin0time in milliseconds that a model must take to render before showing an overlay in r_drawmodelsta...
r_drawopaquerenderables1-
r_drawopaqueworld1-
r_drawothermodels10=Off, 1=Normal, 2=Wireframe
r_drawparticles1Enable/disable particle rendering
r_drawpixelvisibility0Show the occlusion proxies
r_drawrenderboxes0-
r_drawropes1-
r_drawskybox1-
r_drawsprites1-
r_drawstaticprops10=Off, 1=Normal, 2=Wireframe
r_drawtranslucentrenderables1-
r_drawtranslucentworld1-
r_drawvgui1Enable the rendering of vgui panels
r_drawviewmodel1-
r_drawworld1Render the world.
r_dscale_basefov90-
r_dscale_fardist2000-
r_dscale_farscale4-
r_dscale_neardist100-
r_dscale_nearscale1-
r_dynamic1-
r_dynamiclighting1-
r_entityclips1-
r_eyeglintlodpixels20The number of pixels wide an eyeball has to be before rendering an eyeglint. Is a floating point...
r_eyemove1-
r_eyes1-
r_eyeshift_x0-
r_eyeshift_y0-
r_eyeshift_z0-
r_eyesize0-
r_eyewaterepsilon10-
r_farz-1Override the far clipping plane. -1 means to use the value in env_fog_controller.
r_fastzreject0Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject....
r_flashlightambient0-
r_flashlightclip0-
r_flashlightconstant0-
r_flashlightculldepth1-
r_flashlightdepthres1024-
r_flashlightdepthtexture0-
r_flashlightdrawclip0-
r_flashlightdrawdepth0-
r_flashlightdrawfrustum0-
r_flashlightdrawfrustumbbox0-
r_flashlightdrawsweptbbox0-
r_flashlightfar750-
r_flashlightfov60-
r_flashlightladderdist40-
r_flashlightlinear100-
r_flashlightlockposition0-
r_flashlightmodels1-
r_flashlightnear4-
r_flashlightnodraw0-
r_flashlightoffsetx10-
r_flashlightoffsety-20-
r_flashlightoffsetz24-
r_flashlightquadratic0-
r_flashlightrender1-
r_flashlightrendermodels1-
r_flashlightrenderworld1-
r_flashlightscissor0-
r_flashlightshadowatten0-
r_flashlightupdatedepth1-
r_flashlightvisualizetrace0-
r_flex1-
r_flushlodcmdFlush and reload LODs.
r_frustumcullworld1-
r_glint_alwaysdraw0-
r_glint_procedural0-
r_hunkalloclightmaps0-
r_hwmorph1-
r_itemblinkmax0-
r_itemblinkrate4-
r_lightaverage1Activates/deactivate light averaging
r_lightcache_numambientsamples162number of random directions to fire rays when computing ambient lighting
r_lightcache_zbuffercache0-
r_lightcachecenter1-
r_lightcachemodel-1-
r_lightinterp5Controls the speed of light interpolation, 0 turns off interpolation
r_lightmap-1-
r_lightstyle-1-
r_lightwarpidentity0-
r_lockpvs0Lock the PVS so you can fly around and inspect what is being drawn.
r_lod-1-
r_mapextents16384Set the max dimension for the map. This determines the far clipping plane
r_maxdlights32-
r_maxmodeldecal50-
r_maxnewsamples6-
r_maxsampledist128-
r_minnewsamples3-
r_modelwireframedecal0-
r_newflashlight1-
r_nohw0-
r_nosw0-
r_novis0Turn off the PVS.
r_occludeemaxarea0Prevents occlusion testing for entities that take up more than X% of the screen. 0 means use what...
r_occluderminarea0Prevents this occluder from being used if it takes up less than X% of the screen. 0 means use wha...
r_occludermincount0At least this many occluders will be used, no matter how big they are.
r_occlusion1Activate/deactivate the occlusion system.
r_occlusionspew0Activate/deactivates spew about what the occlusion system is doing.
r_oldlightselection0Set this to revert to HL2's method of selecting lights
r_overlayfadeenable0-
r_overlayfademax2000-
r_overlayfademin1750-
r_overlaywireframe0-
r_particle_sim_spike_threshold_ms5-
r_partition_level-1Displays a particular level of the spatial partition system. Use -1 to disable it.
r_pix_recordframes0-
r_pix_start0-
r_pixelfog1-
r_pixelvisibility_partial1-
r_pixelvisibility_spew0-
r_portalscloseall0-
r_portalsopenall0Open all portals
r_printdecalinfocmd-
r_projectedtexture_filter1-
r_proplightingfromdisk10=Off, 1=On, 2=Show Errors
r_proplightingpooling-10 - off, 1 - static prop color meshes are allocated from a single shared vertex buffer (on hardwa...
r_queued_ropes1-
r_radiosity30: no radiosity 1: radiosity with ambient cube (6 samples) 2: radiosity with 162 samples 3: 162 s...
r_rainalpha0-
r_rainalphapow0-
r_raindensity0-
r_rainlength0-
r_rainspeed600-
r_rainwidth0-
r_randomflex0-
r_renderoverlayfragment1-
r_rimlight1-
r_rootlod2Root LOD
r_ropetranslucent1-
r_screenfademaxsize0-
r_screenfademinsize0-
r_screenoverlaycmdDraw specified material as an overlay
r_sequence_debug0-
r_shader_srgb0-1 = use hardware caps. 0 = use hardware srgb. 1 = use shader srgb(software lookup)
r_shader_srgbread01 = use shader srgb texture reads, 0 = use HW
r_shadow_allowbelow0Allow r_shadowfromworldlights to alter shadow angles from light sources below entity's position.
r_shadow_allowdynamic0Allow r_shadowfromworldlights to alter shadow angles from dynamic light sources as well.
r_shadow_lightpos_lerptime0-
r_shadow_shortenfactor2Makes shadows cast from local lights shorter
r_shadowanglescmdSet shadow angles
r_shadowblobbycutoffcmdsome shadow stuff
r_shadowcolorcmdSet shadow color
r_shadowdircmdSet shadow direction
r_shadowdistcmdSet shadow distance
r_shadowfromanyworldlight0Enables shadowing from ANY world light
r_shadowfromworldlights1Enable shadowing from world lights
r_shadowids0-
r_shadowmaxrendered32-
r_shadowrendertotexture0-
r_shadows1-
r_shadows_gamecontrol-1-
r_shadowwireframe0-
r_showenvcubemap0-
r_showz_power1-
r_skin0-
r_skybox1Enable the rendering of sky boxes
r_snapportal-1-
r_spray_lifetime2Number of rounds player sprays are visible
r_sse2cmdEnable/disable SSE2 code
r_sse_s1sse ins for particle sphere create
r_staticprop_lod-1-
r_staticpropinfo0-
r_studio_stats0-
r_studio_stats_lock0Lock the current studio stats entity selection
r_studio_stats_mode0Sets a mode for r_studio_stats. Modes are as follows: 0 = Entity under your crosshair 1 = Weapo...
r_swingflashlight1-
r_teeth1-
r_threaded_particles1-
r_unloadlightmaps0-
r_updaterefracttexture1-
r_vehicleBrakeRate1-
r_visambient0Draw leaf ambient lighting samples. Needs mat_leafvis 1 to work
r_visocclusion0Activate/deactivate wireframe rendering of what the occlusion system is doing.
r_visualizelighttraces0-
r_visualizelighttracesshowfulltrace0-
r_visualizeproplightcaching0-
r_visualizetraces0-
r_waterforceexpensive0-
r_waterforcereflectentities0-
r_worldlightmin0-
r_worldlights4number of world lights to use per vertex
r_worldlistcache1-

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