Engine & Memory

Browsing 10 commands in this category.

com_hunkMegs int

Allocates RAM in megabytes to the core Quake engine for loading maps, models, textures, and other static assets. The original default of 128MB dates back to 2008 and frequently causes crashes or 'hunk overflow' errors when loading large custom Steam Workshop maps or high-res texture packs. In 2026, pros set this to 512MB or higher to ensure stability with modern community content and large-scale servers.

com_soundMegs int

Allocates RAM in megabytes for buffering sound samples and audio assets. The default 8MB is sufficient for base game sounds but can cause stuttering or missing effects with high-quality custom sound packs or modified announcer voices. Pros increase to 32MB or more for smooth playback in custom servers.

com_zoneMegs int

Allocates RAM in megabytes for dynamic engine data like console variables, scripts, and config parsing. The default 24MB can overflow with very large or complex configs (e.g., custom HUDs or binds), causing crashes or errors. Pros raise to 32MB+ for stability with advanced setups.

com_idlesleep bool

Allows engine idle/sleep when minimized/unfocused (1 saves CPU, risks stutter/disconnects). Off (0) keeps full background activity for seamless alt-tab audio/netgraph. Pros use 0 for stability on Linux/Windows.

com_maxfpsunfocused int

Sets a separate FPS cap when the game is minimized. Setting this to 10 or 30 saves massive amounts of GPU power and heat while waiting in lobbies or Alt-Tabbed.

cl_autorecorddemo bool

Automatically records a replay file (.dm_73 demo) for every match played. Demos are small files that capture full gameplay for later review, analysis, or cheat detection. Pros always enable this for VOD study and tournament verification.

com_introplayed bool

Bypasses the introductory Bethesda and id Software splash videos and audio on game launch. Pros enable this to reduce startup time and eliminate unnecessary noise, allowing quicker entry into practice or matches.

cl_avimotionjpeg bool

Enables the engine's internal demo-to-AVI video rendering using MJPEG compression. This legacy feature is outdated and produces large, low-quality files; pros and casters use external tools like OBS or ShadowPlay for high-res captures with overlays and better compression.

cl_aviframerate int

Target framerate for engine's internal AVI video export from demos. Higher values produce smoother footage but larger files and longer render times; limited by demo FPS. Use only if external capture unavailable.

cg_useScreenShotJPEG bool

Sets screenshot format in demos to JPEG (1 compressed/small) or TGA (0 lossless/large). Pros use 1 JPEG for quick shares without huge files.