R2 Render Console Commands


Note

DirectX 9.0c - (Shader Model 3.0)

CommandCommand descriptionCommand’s argumentNote
r2_aa“Pseudo-smoothing” on dynamic lighting‘on/off’ or ‘1/0’-
r2_aa_breakDistance at which the “Pseudo-smoothing” effect works0.000000e+00, 0.000000e+00, 0.000000e+00 - 1.000000e+00, 1.000000e+00, 1.000000e+00-
r2_aa_kernelThe basic value of the “Pseudo-smoothing” effect0.300 - 0.700-
r2_aa_weightControls the blurring of the fake AA more accurately0.000000e+00, 0.000000e+00, 0.000000e+00 - 1.000000e+00, 1.000000e+00, 1.000000e+00-
r2_allow_r1_lights‘on/off’ or ‘1/0’-
r2_detail_bumpDetail textures‘on/off’ or ‘1/0’-
r2_dof-
r2_dof_enableEnables depth of field‘on/off’ or ‘1/0’-
r2_dof_radiusDoesn’t work. In vanilla game that command controls blur radius0.05 - 1.0-
r2_dof_skySky depth-10000.0 - 10000.0-
r2_drops_controlControls rain drops shader0.000000e+00, 0.000000e+00, 0.000000e+00 - 1.000000e+00, 2.000000e+00, 1.000000e+00-
r2_exp_donttest_shad‘on/off’ or ‘1/0’-
r2_giGlobal illumination‘on/off’ or ‘1/0’-
r2_gi_clipGlobal illumination effect range0.000 - 0.100-
r2_gi_depthShadow depth of the global illumination effect1 - 5-
r2_gi_photonsNumber of rays to trace the global illumination effect8 - 256-
r2_gi_reflReflectivity of global illumination effect surfaces0.001 - 0.990-
r2_gloss_factorSurface gloss level0.001 - 10.000-
r2_gloss_minMinimal gloss level0.001 - 1.0-
r2_ls_bloom_fastIn theory, this should enable faster bloom implementation, yet it doesn’t work correctly‘on/off’ or ‘1/0’-
r2_ls_bloom_kernel_bDetermines the level of shading (haze) from the HDR and Bloom0.010 - 1.000-
r2_ls_bloom_kernel_gBloom ‘radius’. Higher values results in softer bloom1.0 - 7.0-
r2_ls_bloom_kernel_scaleBloom scale0.05 - 2.0-
r2_ls_bloom_speed0.000 - 100.000-
r2_ls_bloom_thresholdBrightness threshold0.0 - 1.0-
r2_ls_depth_biasControls the range of light sources-0.500 - 0.500-
r2_ls_depth_scaleControls the effect of lighting on shadows0.500 - 1.500-
r2_ls_dsm_kernel0.100 - 3.000-
r2_ls_psm_kernel0.100 - 3.000-
r2_ls_squality0.500 - 1.000-
r2_ls_ssm_kernel0.100 - 3.000-
r2_mask_controlControls gasmask shader0.000000e+00, 0.000000e+00, 0.000000e+00, 0.000000e+00 - 1.000000e+01, 3.000000e+00, 1.000000e+00, 1.000000e+00-
r2_mblurMotion blur intensity0.0 - 1.0-
r2_mblur_enabledEnables motion blur effect‘on/off’ or ‘1/0’-
r2_parallax_hParallax strength0.0 - 0.5-
r2_qsync0 - 1-
r2_shadow_cascede_oldEnables ‘SoC-like’ shadow mapping‘on/off’ or ‘1/0’-
r2_slight_fade0.200 - 1.000-
r2_smaaSubpixel Morphological Anti-aliasingoff
low
medium
high
ultra
-
r2_soft_particlesSoft particles‘on/off’ or ‘1/0’-
r2_soft_waterSoft Water‘on/off’ or ‘1/0’-
r2_ss_sunshafts_lengthLength of screen-space sun rays0.2 - 1.5-
r2_ss_sunshafts_radius0.500 - 2.000-
r2_ssa_lod_aLevel of detail of dynamic objects16.0 - 96.0-
r2_ssa_lod_bLevel of detail of static objects32.0 - 96.0-
r2_ssaoScreen space ambient occlusion effect qualityst_opt_off
st_opt_low
st_opt_medium
st_opt_high
st_opt_ultra
-
r2_ssao_blurDoesn’t work.‘on/off’ or ‘1/0’-
r2_ssao_half_dataEnables half-resolution depth buffer for AO‘on/off’ or ‘1/0’-
r2_ssao_hbaoHorizon-Based Ambient Occlusion‘on/off’ or ‘1/0’-
r2_ssao_hdaoHigh-definition Ambient Occlusion‘on/off’ or ‘1/0’-
r2_ssao_modeAmbient occlusion typedisabled
default
hdao
hbao
-
r2_ssao_opt_data‘on/off’ or ‘1/0’-
r2_steep_parallaxSteep parallax occlusion mapping‘on/off’ or ‘1/0’-
r2_sunShadows from the sun‘on/off’ or ‘1/0’-
r2_sun_depth_far_bias-0.500 - 0.500-
r2_sun_depth_far_scale0.500 - 1.500-
r2_sun_depth_near_bias-0.500 - 0.500-
r2_sun_depth_near_scale0.500 - 1.500-
r2_sun_detailsShadows of grass and other detailed objects‘on/off’ or ‘1/0’-
r2_sun_far51.000 - 180.000-
r2_sun_focusFocus of sun shadows‘on/off’ or ‘1/0’-
r2_sun_lumscaleSun light brightness0.0 - 3.0-
r2_sun_lumscale_ambAmbient light brightness0.0 - 3.0-
r2_sun_lumscale_hemiSky light brightness0.0 - 3.0-
r2_sun_nearThe location of the sun from the earth1.000 - 150.000-
r2_sun_near_border0.500 - 1.000-
r2_sun_qualityShadow filter qualityst_opt_low
st_opt_medium
st_opt_high
st_opt_ultra
st_opt_extreme
-
r2_sun_tsmClarity of sun shadows‘on/off’ or ‘1/0’-
r2_sun_tsm_bias-0.500 - 0.500-
r2_sun_tsm_proj0.001 - 0.800-
r2_sunshafts_minMin. sun rays intensity0.0 - 0.5-
r2_sunshafts_modeSun rays modeoff
volumetric
screen_space
combined
-
r2_sunshafts_qualityQuality of the sun raysst_opt_low
st_opt_medium
st_opt_high
-
r2_sunshafts_valueSun rays intensity0.0 - 2.0-
r2_terrain_z_prepassTerrain Z-Prepass‘on/off’ or ‘1/0’-
r2_tnmp_a0.0 - 20.0-
r2_tnmp_b0.0 - 20.0-
r2_tnmp_c0.0 - 20.0-
r2_tnmp_d0.0 - 20.0-
r2_tnmp_e0.0 - 20.0-
r2_tnmp_exposureTonemap exposure0.0 - 20.0-
r2_tnmp_f0.0 - 20.0-
r2_tnmp_gammaTonemap gamma0.0 - 20.0-
r2_tnmp_onoffEnables custom tonemapping (based on Uncharted 2 curve)0.0 - 1.0-
r2_tnmp_wWhite point0.0 - 20.0-
r2_tonemapEnables eye-adaptation‘on/off’ or ‘1/0’-
r2_tonemap_adaptationEye-adaptation speed0.0 - 10.0-
r2_tonemap_amount0.000 - 1.000-
r2_tonemap_lowlumControls the tone mapping effect on dark locations0.000 - 1.000-
r2_tonemap_middlegrayControls the overall appearance of the HDR effect0.000 - 2.000-
r2_volumetric_lightsVolumetric light‘on/off’ or ‘1/0’-
r2_wait_sleep0 - 1-
r2_water_reflections‘on/off’ or ‘1/0’-
r2_zfill‘on/off’ or ‘1/0’-
r2_zfill_depth0.001 - 0.500-
r2em0.000 - 4.000-

R2 Debug

CommandCommand descriptionCommand’s argumentNote
r2_use_nvdbt-
r2_mt-
r2_dhemi_count4 - 25
r2_dhemi_sky_scale0.0 - 100.0
r2_dhemi_light_scale0.0 - 100.0
r2_dhemi_light_flow0.0 - 1.0
r2_dhemi_smooth0.0 - 10.0
rs_hom_depth_draw‘on/off’ or ‘1/0’
r2_shadow_cascede_zcul‘on/off’ or ‘1/0’