Static: Particles tagged for collisions will interact with static objects.ĭynamic: As with Static, but dynamic objects also.Įnables or disables motion blur effect on fast moving particles.ĭefault Value: Off (Low/Medium/High), On (Very High)įorces all possible particles to use soft intersections with geometry increases the cost but will all but eliminate hard edges on particles.Įnables or disables DX11 ALL tessellation.Įnables or disables DX11 tessellation for the ocean water surface.Įnables or disables the Pixel Accurate Displacement Mapping (VERY GPU intensive).Įnables or disables real-time Global Illumination.ĭefault Value: Off (Low), On (Medium/High/Very High)Įnables or disables Real-time Volumetric Cloud Shadows.ĭefault Value: Off (Low/Medium), On (High/Very High)Įnables or disables the Real-time Volumetric Shadows underneath water.Įnables or disables the Screen-Space reflections effect on glossy or reflective materials.Įnables or disables the depth of field blur effect.Įnables or disables the radial blur effect applied after an explosion.Įnables or disables the artist controlled color grading post-processing effect.Ĭontrols the level of the post-processing image sharpening filter. Set mouse max mouse delta when using acceleration.Ĭontrols what objects particles will collide with.ĭefault Value: Static (Low/Medium), Dynamic (High/Very High) Set mouse acceleration, 0.0 means no acceleration. (1.0 = very very smooth, 30 = almost instant) Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. Limits the frame rate to specified number. on loading a save.Ĭontrols the volume of Music, in the range from 0.0 to 1.0.Ĭontrols the volume of SFX, in the range from 0.0 to 1.0.Ĭontrols the volume of Dialog, in the range from 0.0 to 1.0. NOTE: This feature is not fully supported, and this cvar value might need to be reset in game, e.g. Suitable for screenshots or very immersive play. If this cvar is true the HUD will be hidden from view completely. NOTE: before this multiplier is applied, the HUD clamps itself to a 16:9 res. Multiplies the width of the HUDs virtual canvas in cases where it may overlap monitor boundaries in multi-monitor setups. Pl_movement.power_sprint_targetFOV The field of view while power sprintingĬontrols the amount of bob hud which is applied. R_DrawNearFOV the field of view for nearby objects (held weapon, etc) This controls several individual FOV controls That you can tweak manually if you prefer: Sets the Blaze VOIP playback volume, in the range 0.0 to 1.0. Toggles whether Blaze VOIP Push-to-talk is enabled or not. Toggles whether Blaze VOIP is enabled or not. The network port games connections will be made on. You shouldnt need to modify this cvar, but if you encounter any popping with rapid moving, experiment with disabling this. Affects desktop as well.Ĭontrols the internal occlusion culling.
a TV or other external display)įorced: Multi-GPU support is force-enabled.Īutodetect: CryEngine auto-detects whether or not to enable Multi-GPU support.Ĭhanges the hardware gamma level. Allows you to create the window on a different monitor from your primary monitor (e.g. 0 is the default/primary monitor and 1, 2, etc are displays after that. Gives the number of display to use when creating the game window.
When enabled, Pop-ups such as instant message windows and other focus-stealing windows will not minimise the game.
When enabled, selecting fullscreen in the menus will use a window that fills the screen, allowing easy alt-tab. Skips the introduction movies that play before the main menu at game boot. Type any of the following console commands for the desired effect. While playing, press the ~ (tilde) key to bring up the console.