Lighting & Post-Process

Browsing 25 commands in this category.

r_enablePostProcess bool

Master toggle for post-processing effects like Bloom (glow), Color Correction, and Vignette. Competitive players universally turn this Off to guarantee a perfectly crisp, predictable image without blinding glows, color shifts, or FPS drops during heavy combat.

r_enableColorCorrect bool

Applies a cinematic color grading filter over the screen for stylized tones. Disable for raw, accurate colors that preserve enemy visibility and map contrast without artificial tints.

cg_vignette bool

Applies a darkened radial shadow around the screen edges for 'cinematic depth'. Off maximizes peripheral brightness for spotting flanking enemies or powerups.

r_enableBloom bool

Creates a cinematic 'glow' effect around bright objects, explosions, rail trails, and lights. Off ensures sharp, readable projectiles and no distracting blur in fast fights.

r_bloomBrightThreshhold float

Sets the luminance cutoff for bloom glow—low triggers widespread blur; high limits to extreme whites only. Higher values reduce over-glow for cleaner visuals.

r_bloomIntensity float

Controls the strength and spread of bloom glow. Low keeps it subtle; high creates overwhelming halos that obscure details during explosions or rail trails.

r_bloomSaturation float

Adjusts bloom glow color vibrancy—0.0 grayscale wash; higher adds neon intensity. Low prevents colorful distractions on bright maps.

r_bloomSceneIntensity float

Scales brightness of the base scene beneath bloom layers. Lower dims non-glow areas for contrast; higher evens overall exposure.

r_bloomSceneSaturation float

Sets color vibrancy of the scene under bloom. 0.0 monochrome map with glowing highlights; higher oversaturates for vivid but cluttered look.

r_bloomPasses int

Number of bloom blur filter iterations—more passes soften glow but hit FPS. Single pass sharpest for competitive clarity.

r_vertexLight bool

Replaces baked lightmaps/shadows with flat vertex lighting for even illumination. On eliminates hiding spots in shadows, revealing enemies consistently.

r_lightmap bool

Developer mode rendering lightmaps only (black/white shadows, no textures). Off for normal play; on visualizes lighting for map analysis.

r_dynamicLight bool

Enables real-time light casting from rockets/plasma on walls/floors. Off prevents flashing distractions and saves GPU for stable FPS.

r_dlightBacks bool

Extends dynamic lights to illuminate polygon backs. Off optimizes performance without visible loss in forward-facing gameplay.

cg_shadows int

Controls the shadow drawn underneath players. 0 none (cleanest/FPS); 1 simple blob (distance cue); 2 stencil (accurate, costly). 0 or 1 preferred to avoid clutter.

r_ambientScale int

Intensity of wraparound ambient light on objects. Higher reduces deep shadows for better visibility in corners without full washout.

r_fastSky bool

Replaces animated sky/clouds/portals with solid flat color. On eliminates motion distractions and boosts FPS on sky-heavy maps.

r_drawSun bool

Renders sun lens flare/glare in skyboxes. Off prevents blinding flashes that obscure distant enemies.

r_flares bool

Adds a 'glare' or 'halo' effect to point-light sources and glowing projectiles. Off keeps rockets/plasma as clean spheres for precise tracking.

r_flareSize float

Diameter of lens flare halos in pixels. Larger more prominent; smaller subtler distractions.

r_flareFade float

Distance at which flares fully dissipate. Shorter quicker cleanup; longer persistent glow.

cg_waterWarp bool

Enables the wavy visual distortion when submerged in water. This makes aiming underwater nearly impossible. Off provides clear aim for submerged fights/teleports.

cg_enableBreath bool

Draws white puff animations coming from player models on cold maps. Off preserves clean silhouettes without particle noise.

r_teleporterflash bool

Flashes the screen blindingly white when you take a teleporter. Off allows instant re-aim without disorientation.

r_ingamevideo bool

Renders live video feeds on map screens (e.g., jumbotrons). Off replaces with static images for FPS/perf gains.