// Forces all possible particles to use soft intersections with geometry – increases the cost but will all but eliminate hard edges on particles. Default Value: Off (Low/Medium/High), On (Very High)
// Enables or disables motion blur effect on fast moving particles. Default Value: Off (Low/Medium/High), On (Very High)
// Controls what objects particles will collide with. Default Value: Static (Low/Medium), Dynamic (High/Very High) None: No particle collisions at all. Static: Particles tagged for collisions will interact with static objects. Dynamic: As with Static, but dynamic objects also.
// Sets the size of each sun shadow cascade – increased size produces more resolution available for sun shadows. Default Value: 512 (Low), 1024 (Medium/High/Very High)
// Sets the size of the shadow pool render target – increased size produces more resolution available for, and fewer artifacts in shadow casting lights (NOT including the sun). Value should be a power of 2 (128, 256, …). If the pool is too small to fit the minimum size for the shadow casting lights, the GPU will thrash and performance will be severely impacted. Default Value: 2048 (Low/Medium/High), 4096 (Very High)
// Controls the resolution of shadow maps used for individual shadow casting lights. Value is an arbitrary multiplier, so doubling this will double the resolution of each light. Default Value: 3.4 (Low/Medium/High), 40 (Very High)
"1" // Determines how many shadow cascades to apply tessellation for. A setting of 0 disables tessellation in all shadows.
// Enables or disables DX11 ALL tessellation. Default Value: Off (Low/Medium/High), On (Very High)
"on" // Enables or disables the radial blur effect applied after an explosion.
"off" // Skips the introduction movies that play before the main menu at game boot.
"1.0" // Multiplayer only. Multiplies the width of the HUD’s virtual canvas in cases where it may overlap monitor boundaries in multi-monitor setups. NOTE: before this multiplier is applied, the HUD clamps itself to a 16:9 res.
"off" // If this cvar is true the HUD will be hidden from view completely. Suitable for screenshots or very immersive play. NOTE: This feature is not fully supported, and this cvar value might need to be reset in game, e.g. on loading a save.
"0.0" // Set mouse acceleration, 0.0 means no acceleration.
"1.5" // Controls the level of the post-processing chromatic aberration. A value of 0.0 is off
"on" // Enables or disables the artist controlled color grading post-processing effect.
// Enables or disables the depth of field blur effect. Default Value: OnNOTE: Currently not tweakable in the latest build of the game. Will be tweakable soon.
// the field of view for nearby objects (held weapon, etc)
// Enables or disables Real-time Volumetric Cloud Shadows. Default Value: Off (Low/Medium), On (High/Very High)
// Enables or disables the Real-time Volumetric Shadows underneath water. Default Value: Off (Low), On (Medium/High/Very High)
"on" // When enabled, Pop-ups such as instant message windows and other focus-stealing windows will not minimise the game.
"off" // When enabled, selecting ‘fullscreen’ in the menus will use a window that fills the screen, allowing easy alt-tab. Windowed mode will behave as normal.
"1.0" // Changes the hardware gamma level. Affects desktop as well.
"0.15" // Controls the level of bloom used to simulate over-bright areas of the screen
"1.0" // Controls the brightness level threshold used to compute bloom
"0.0" // Controls the level of film grain applied to the final image to help alleviate artifacts from lack of colour precision in 32-bit colour displays. A value of 0.0 is off
// Determines Multi-GPU support in engine. Default Value: Autodetect Disabled: No multi-GPU support. Forced: Multi-GPU support is force-enabled. Autodetect: CryEngine auto-detects whether or not to enable Multi-GPU support.
// Gives the number of display to use when creating the game window. 0 is the default/primary monitor and 1, 2, etc are displays after that. Allows you to create the window on a different monitor from your primary monitor (e.g. a TV or other external display)
"0.25" // Controls the level of the post-processing image sharpening filter. Higher values give more sharpening, but too high values will create artifacts. A value of 0.0 is off
// Enables or disables the Pixel Accurate Displacement Mapping (VERY GPU intensive). Default Value: Off (Low/Medium/High), On (Very High)
// Chooses the ambient occlusion method Default Value: SSAO (Low/Medium/High), SSDO (Very High). None: No ambient occlusion is used. SSAO: Screen-space Ambient Occlusion. SSDO: Screen-space Directional Occlusion.
// Enables or disables the Screen-Space reflections effect on glossy or reflective materials. Default Value: Off (Low/Medium/High), On (Very High)
// Sets the size of VRAM that is available in a pool for texture streaming. Value is in Megabytes, and may be clamped based on the amount of video memory detected. Default Value: 192 (Low), 384 (Medium), 512 (High/Very High)
// Enables or disables DX11 tessellation for the ocean water surface. Default Value: Off (Low/Medium/High), On (Very High)
// Limits the frame rate to specified number. A value of 0 means no limit. 0
"1.0" // Controls the volume of Dialog, in the range from 0.0 to 1.0.
"1.0" // Controls the volume of Music, in the range from 0.0 to 1.0.
"1.0" // Controls the volume of SFX, in the range from 0.0 to 1.0.