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consolenbefehle und Variablen für Quake3


cg_bobpitch 0.002 set amount player view bobs forward/back while moving. set to 0 to reduce motion sickness and possibly increase FPS [Flags: A] 
cg_bobroll 0.002 set amount player view rolls side to side while moving. set to 0 to reduce motion sickness and possibly increase FPS [Flags: A] 
cg_bobup 0.005 set amount player view bobs up/down while moving. set to 0 to reduce motion sickness and possibly increase FPS [Flags: A] 
cg_brassTime 1250 set time to display ejected shells from weapons, 0 disables shell animation and may increase FPS [Flags: A] 
cg_deferPlayers 1 "defers loading of new models for players that join in the middle of a map until you are fragged. When 1 you won't get lagged when a new player joins mid-map using a model which isn't already loaded (thanks to Dale ""Relic"" Sheldon) [Flags: A]" 
cg_draw3dIcons 1 enable display of ammo and armor items, setting to 0 may increase FPS [Flags: A] 
cg_drawAmmoWarning 1 enable low-ammo warning display [Flags: A] 
cg_drawAttacker 1 enable display of attacking player name, 0 may increase FPS [Flags: A] 
cg_drawFPS 0 enable FPS display [Flags: A] 
cg_drawGun 1 enable display of player gun model, setting to 0 (off) may increase FPS [Flags: A] 
cg_drawRewards 1 enable display of reward icons [Flags: A] 
cg_forceModel 0 when 1, forces all player models to be Sarges. This may increase performance and save some memory. I do not know how to force other models instead. [Flags: A] 
cg_gibs 1 enable gibs (0 will increase FPS slightly), see com_blood [Flags: A] 
cg_lagometer 1 enable lagometer display [Flags: A] 
cg_marks 1 enable display of decals (blast marks, etc.) setting to 0 may increase FPS [Flags: A] 
cg_noplayeranims 0 disable player animations; may increase FPS if 1 [Flags: C] 
cg_nopredict 0 disable client-side prediction; may increase apparent lag if 1 
cg_predictItems 1 enable client-side preditiction of items (powerups, weapons, ammo, etc.); 1 is best for net performance, but under bad lag items may jump around or disappear suddenly [Flags: UA] 
cg_railTrailTime 400 set persistance time for railgun trails [Flags: A] 
cg_runpitch 0.002 set amount player view bobs up and down while running [Flags: A] 
cg_runroll 0.005 set amount player view rolls side to side while running [Flags: A] 
cg_shadows 1 0 = no shadows, 1 = enable simple shadows, 2 = enable complex shadows (try: r_stencilbits 8; vid_restart; cg_shadows 2), no shadows will increase FPS [Flags: A] 
cg_simpleItems 0 disable display of rings and spheres around items (1 may increase FPS) [Flags: A] 
cg_viewsize 100 set game view size as a percentage of total screen size; smaller will increase FPS [Flags: A] 
cl_maxpackets 30 set max client packet size; try 20 [Flags: A] 
cl_nodelta 0 disable delta compression (slows net performance, only use if net errors happen otherwise) 
cl_packetdup 1 set number of duplicate packets to send; valid values are integers 0-5, try 3 [Flags: A] 
cl_shownet 0 display network quality info 
cl_showSend 0 enable display of outgoing packet info 
cl_showTimeDelta 0 display time delta between server updates 
cl_timeNudge 0 effectively adds local lag to try to make sure you interpolate instead of extrapolate (try 100 for a really laggy server) 
in_joystick 0 enable joystick input, setting to 0 may free up some memory [Flags: AL] 
in_midi 0 enable midi, seeting to 0 may free up some memory [Flags: A] 
meminfo   display memory usage info 
net_restart   restart networking system 
ping   display current ping (time in miliseconds that it takes to send data to/from the server), lower is better, higher usually means bad lag 
r_detailtextures 1 enable detailed textures (0 may increase FPS) [Flags: AL] 
r_dlightBacks 1 off (0) disables rendering of dynamic lights through walls (the backsides of walls are not illuminated). 0 may decrease FPS. [Flags: A] 
r_drawSun 0 enable rendering of a sun in the sky (as staic lighting behind clouds) 0 may improve FPS [Flags: A] 
r_dynamiclight 1 enable dynamic lighting (0 will increase FPS) [Flags: A] 
r_ext_compiled_vertex_array 1 enable compiled vertex array rendering if video card supports it [Flags: AL] 
r_ext_compress_textures 1 enable texture compression [Flags: AL] 
r_ext_multitexture 1 enable multitexturing if video card supports it (may increase FPS if 1) [Flags: AL] 
r_facePlaneCull 1 enable culling of brush faces not in view (0 will slow FPS) [Flags: A] 
r_fastsky 0 enable faster (lower quality) sky (will increase FPS) [Flags: A] 
r_finish 0 enable extra completion code necesssary for some video cards, may decrease FPS a bit if 1 [Flags: A] 
r_flareFade 7 set lens flare fading rate, higher may improve FPS, but flare effects will fade away faster [Flags: C] 
r_flares 0 enable lens flare effects (0 may increase FPS) [Flags: A] 
r_flareSize 40 set lens flare size (smaller will increase FPS) [Flags: C] 
r_glDriver 3dfxvgl set gl driver name [Flags: AL] 
r_lodbias 0 set level-of-detail bias (0 is high quality, low FPS, 2 is lowest quality, highest FPS) [Flags: A] 
r_lodCurveError 250 set allowable error in curved surface rendering, higher may increase FPS [Flags: A] 
r_lodscale 5 set level-of-detail scale modifier; higher may increase FPS [Flags: C] 
r_mode 3 set video display mode (resolution), use listmodes for list of options, use -1 to set custom resolution with r_customwidth/height; using lower resolution will increase FPS [Flags: AL] 
r_nocull 0 force rendering of hidden objects (slows performance) [Flags: C] 
r_nocurves 0 disable curve rendering; setting to 1 may increase FPS [Flags: C] 
r_noportals 0 disable portal rendering; setting to 1 may increase FPS, but will also remove the portal effects from the game [Flags: C] 
r_picmip 1 set mipmap level for player models (0-3, 3 lowest quality, highest FPS) [Flags: AL] 
r_portalOnly 0 enable display of portal views only (items not visible thru portal not rendered) [Flags: C] 
r_preloadTextures 0 enable preloading of textures 
r_roundImagesDown 1 set rounding down factor (larger = faster, lower quality) [Flags: AL] 
r_subdivisions 4 set the number of subdivisions used in rendering curved surfaces; increasing this number will improve FPS (max 999) [Flags: AL] 
r_textureMode GL_LINEAR_MIPMAP_NEAREST set the rendering mode: in order from lowest quality (fastest) to highest quality (slowest), [type] options are: GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR. Think of the 1st two as low and high quality for hardware that supports bilinear filetering, and the 2nd two as low and high quality for hardware that supports trilinear filtering.H299 [Flags: A] 
r_vertexLight 0 enable vertex lighting (faster, lower quality than lightmap) [Flags: AL] 
sizedown   decrease game screen size; may not work with all video cards 
sizeup   increase game screen size; may not work with all video cards 
snaps 20 sets number of snapshots sever sends to client (servers run at 40Hz, so use 40, 20, or 10), try 10 to reduce lag [Flags: UA] 
s_disable_a3d   disable A3D sound; disabling may improve performance 
s_enable_a3d   enable A3D sound 
s_khz 22 set sound sample frequency (22 = high, 11 = low), 11 may improve performance [Flags: A] 
s_loadas8bit 1 force 8-bit (lower quality) sounds; may improve performance [Flags: A] 
s_usingA3D 0 enable A3D sounds (compaible audio card required) [Flags: R] 
timedemo 0 enable timedemo mode (max fps) -- disabled [Flags: C] 



The FLAGS listed at the end of the description for some commands and variables have the following meanings:
A - changes to these variables are saved to demoq3\q3config.cfg.
C - flag meaning unknown.
L - command-line use only; values cannot be changed in game -- use "quake3.exe +variable value" to change values on game loading.
R - read-only variable; value cannot be changed.
S - server variable; values will be listed in response to a serverinfo command.
U - user (client) variable; values will be listed in response to a dumpuser command.



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