Documentation - Variables - Engine
The engine’s own settings, and the values it reports.
Engine settings
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
maxfps |
caps the maximum framerate at the given value; note that vsync will cap at monitor refresh if enabled | value |
vsync |
toggles vertical synchronization (frame pacing to monitor refresh rate) | boolean |
screenres |
sets the gameplay render resolution | x y |
screenh |
sets the number of vertical pixels onscreen | value |
screenw |
sets the number of horizontal pixels onscreen | value |
fullscreen |
toggles fullscreen or windowed mode | boolean |
volumetric |
toggles rendering volumetric-tagged lights with volumetrics | boolean |
volsteps |
sets the number of intensity subdivisions for volumetric lights | value |
gi |
toggles use of global illumination for maps | boolean |
ao |
toggles use of ambient occlusion (obscurance) for maps; note that this is called “ambient obscurance” in the code but referred to by its common name of “ambient occlusion” in the UI | boolean |
fxaa |
toggles fast approximate antialiasing (grease filter) | boolean |
fxaaquality |
sets quality level of FXAA filter | value |
msaa |
sets level of multisampling antialiasing (usually in powers of 2) | value |
tqaa |
toggles temporal antialiasing | boolean |
smaa |
toggles morphological antialiasing | boolean |
smaaquality |
sets quality level of morphological AA | value |
bilinear |
toggles bilinear texture filtering | boolean |
trilinear |
toggles trilinear texture filtering | boolean |
aniso |
sets level of anisotropic filtering (usually in powers of 2) | value |
gscale |
sets engine render scale (percent of native resolution) | value |
texreduce |
factor by which to reduce the resolution of level textures by | value |
maxtexsize |
maximum resolution to which textures can be loaded into the game at | value |
envmapsize |
resolution (as a power of 2) for the environment maps on a level | value |
softparticles |
toggles smoothing of particle effects and weapon glows | boolean |
caustics |
toggles light caustic rendering for water volumes | boolean |
waterreflect |
toggles screenspace surface reflection for water volumes | boolean |
vertwater |
toggles surface height animation for water volumes | boolean |
filltjoints |
toggles whether to fix geometry t-joints (often visible as ‘sparklies’ in geometry); this should almost always be enabled | - |
stains |
toggles bloodstains on map geometry | boolean |
maxstaintris |
maximum amount of geometry devoted to blood stains | value |
smfilter |
shadow filtering level | value |
smsize |
resolution of shadow rendering | value |
smstaticdist |
distance from the camera beyond which pickups stop animating in cached light shadows | value |
smalpha |
enables shadows cast by alpha geometry (1 - sunlight, 2 - pointlights) | value |
rhtaps |
radiance hint taps; sets global illumination resolution | value |
aotaps |
number of ambient obscurance taps; sets ambient obscurance resolution | value |
aoiter |
iterations to smooth ambient obscurance over | value |
gamma |
sets the screen gamma (luminance curve) | value |
mapeffects |
sets the visibility of level-defined optional mapmodels, lights, particles, and other entities, from 1 (minimal) to 3 (show all) | value |
winddebug |
shows debug information for wind emitters | boolean |
windanimdist |
sets the maximum distance for drawing wind animations | value |
windanimfalloff |
sets the falloff distance for drawing wind animations | value |
windmaxemitters |
sets the maximum amount of active wind emitters | value |
windcostdiv |
how often things sample the wind, divided into the cost of the active wind emitters; higher samples more often | value |
particlewind |
toggles allowing particles to move with the wind (including map wind and explosions) | boolean |
fileredirect |
reads replacement in place of removed once removed can’t be found anywhere; removed can use * and ? wildcards and | between alternatives, and replacement fills in what they matched as $1 to $9 ($$ is a $); a texture, sky box, model, sound or music a map names that’s removed is ported to replacement when the map loads, so saving the map saves it, and colour (0xRRGGBB) tints a diffuse texture’s slot; an empty replacement drops removed, so a map slot loses that texture and its shader the part that used it; example: fileredirect “textures/old/*” “textures/new/$1” |
removed replacement [colour] |
fileredirectclear |
removes every redirect made with fileredirect | - |
fileredirectlist |
returns every redirect as a list of removed, replacement and colour triples | - |
fileredirectmatch |
returns what path is redirected to, one step on and whether or not it exists, or nothing | path |
fileredirectverbose |
logs each removed file the first time it’s redirected | boolean |
fileredirectmissing |
logs each texture, composite, sound or required model that can’t be found and has no redirect, once, to list what needs one | boolean |
Engine values
| Variable / Command | Description | Arguments / Fields |
|---|---|---|
camerapitch |
returns the current camera’s pitch as a float precise to seven digits | - |
cameraroll |
returns the current camera’s roll as a float precise to seven digits | - |
camerayaw |
returns the current camera’s yaw as a float precise to seven digits | - |
cameraposx |
returns the x coordinate of the camera’s location as a float precise to seven digits | - |
cameraposy |
returns the y coordinate of the camera’s location as a float precise to seven digits | - |
cameraposz |
returns the z coordinate of the camera’s location as a float precise to seven digits | - |
getenginestat |
returns an engine value: 0:wtr 1:wtr% 2:wvt 3:wvt% 4:evt 5:eva 6:ond 7:va 8:gl 9:gb 10:oq 11:fps 12:best 13:worst 14:ents 15:entsel 16:wp 17:pvs 18:vel 19:m/s 20:km/h 21:posx 22:posy 23:posz 24:yaw 25:pitch 26:roll 27:selox 28:seloy 29:seloz 30:selsx 31:selsy 32:selsz 33:selcx 34:selcxs 35:selcy 36:selcys 37:cube 38:mat 39:corner 40:orient 41:grid |
- |
curfps |
the current frame rate, averaged over the last few frames | - |
bestfps |
the best frame rate of the last few frames | - |
worstfps |
the worst frame rate of the last few frames | - |
getfps |
returns the current frame rate, or that of the last frame alone if raw is 1 | [raw] |
curtime |
milliseconds of game time the last frame took, which is 0 while paused and scaled by timescale | - |
lastmillis |
milliseconds of game time since the game started, which stops while paused | - |
totalmillis |
milliseconds of real time since the game started | - |
elapsedtime |
milliseconds of real time the last frame took | - |
paused |
1 while the game is paused | - |
timescale |
the speed game time runs at, as a percentage of real time | - |
desktopw |
width of the desktop, in pixels | - |
desktoph |
height of the desktop, in pixels | - |
refreshrate |
refresh rate of the display the game is on, in hertz | - |
renderw |
width the world is rendered at, in pixels | - |
renderh |
height the world is rendered at, in pixels | - |
hudw |
width the HUD and menus are drawn at, in pixels | - |
hudh |
height the HUD and menus are drawn at, in pixels | - |
gfxvendor |
the graphics driver’s vendor | - |
gfxrenderer |
the graphics card, as the driver names it | - |
gfxversion |
the graphics driver’s OpenGL version string | - |
glversion |
the OpenGL version in use, such as 330 for 3.3 | - |
glslversion |
the GLSL version in use, such as 330 for 3.30 | - |
versionstring |
the game’s version, such as 2.1.0 | - |
versionmajor |
the major part of the game’s version | - |
versionminor |
the minor part of the game’s version | - |
versionpatch |
the patch part of the game’s version | - |
versionname |
the game’s name | - |
versionbranch |
the branch the game was built from | - |
versionbuild |
the build number of the game, 0 if it was built by hand | - |
versionplatname |
the short name of the platform the game is running on | - |
versionplatlongname |
the name of the platform the game is running on: windows, macos or linux/bsd | - |