Enable the developer console:
Go to Settings > Game Settings and set "Enable Developer Console" to "Yes".
Press ` or ~ on your keyboard.
Enter a command and hit ENTER on your keyboard to run it!

Commands List
Command | Description | More | Syntax |
---|---|---|---|
r_csgo_volume_mboit_optimization | Optimizes the volume MB OIT (Multi-Bounce Order-Independent Transparency), which may improve performance with certain graphical settings. | Examples, Generator & More | r_csgo_volume_mboit_optimization <0 / 1> |
r_debug_precipitation | This command is used to visualize precipitation volumes in the game, showing areas where programmed weather effects like rain or snow will appear. | Examples, Generator & More | r_debug_precipitation <0 / 1> |
r_dopixelvisibility | This command, typically used for debugging purposes, enables or disables pixel visibility calculations, which can affect performance and visibility checks within the game. | Examples, Generator & More | r_dopixelvisibility <0 / 1> |
r_draw_instances | This command controls the rendering of instances in the game, which can impact performance and visual appearances. | Examples, Generator & More | r_draw_instances <0 / 1> |
refresh_ui_audio_state | Restores audio DSP state for the UI, potentially useful for debugging or correcting audio issues related to the game's user interface. | Examples, Generator & More | refresh_ui_audio_state |
r_fallback_texture_lod_scale | This command adjusts the scale factor for requested texture sizes, specifically for geometry that lacks a precomputed UV density measure. It is used in texture streaming to optimize performance. | Examples, Generator & More | r_fallback_texture_lod_scale <Scale Factor> |
r_flashlighttracedistwatercutoff | Sets the cutoff distance for the flashlight trace in water. | Examples, Generator & More | r_flashlighttracedistwatercutoff <Cutoff Distance> |
r_nearz | This command is used to override the near clipping plane in the game. A value of -1 implies that the default setting is used. | Examples, Generator & More | r_nearz <Z value> |
r_particle_max_draw_distance | Sets the maximum distance at which particles will be rendered in the game, improving performance by not drawing particles that are too far away. | Examples, Generator & More | r_particle_max_draw_distance <Distance> |
r_refraction_clip_plane_adjust | This command adjusts the clip plane for refraction effects, which can alter how certain visual effects appear in-game, particularly those related to translucent materials. | Examples, Generator & More | r_refraction_clip_plane_adjust <Adjustment value> |
r_rendersun | This command enables or disables the rendering of sun lighting in the game environment. It's primarily used for debugging or graphical adjustments. | Examples, Generator & More | r_rendersun <0 / 1> |
r_showdebugrendertarget | Enables or disables the debug render target view. When enabled, it shows the debug render target. | Examples, Generator & More | r_showdebugrendertarget <0 / 1> |
r_showsunshadowdebugrendertargets | This command is used to control the rendering of sun shadow debug render targets, which is useful for developers or those debugging the game's graphics. | Examples, Generator & More | r_showsunshadowdebugrendertargets <0 / 1> |
r_showsunshadowdebugsplitvis | This command is used to render the sun shadow split visibility debugger. It is primarily a development tool used for visualizing how sunlight shadows are calculated and rendered in the game, aiding in graphical tuning and debugging. | Examples, Generator & More | r_showsunshadowdebugsplitvis <0 / 1> |
r_zprepass_normals | This command toggles the use of pre-pass rendering for normals in the graphics engine, a technique used for optimization in rendering graphics, flagged as a cheat and primarily used for debugging or graphical optimization by developers. | Examples, Generator & More | r_zprepass_normals <0 / 1> |
sc_check_world | This command checks the game world's state for any inconsistencies or errors when set to true. Primarily used for debugging and ensuring the integrity of the game's environment. | Examples, Generator & More | sc_check_world <0 / 1> |
sc_disable_procedural_layer_rendering | This command, when enabled, disables the rendering of procedural layers, potentially optimizing performance but affecting visual fidelity for elements that rely on procedural generation. | Examples, Generator & More | sc_disable_procedural_layer_rendering <0 / 1> |
sc_disable_shadow_fastpath | This command is used to toggle the fast-path optimization for shadow rendering. When disabled, the game might render shadows in a more complex, potentially slower manner which could be useful for debugging or graphical analysis. | Examples, Generator & More | sc_disable_shadow_fastpath <0 / 1> |
sc_disable_world_materials | This command is used to disable the rendering of world materials, affecting the game's visual aspects. It's usually used for debugging purposes. | Examples, Generator & More | sc_disable_world_materials <0 / 1> |
sc_only_render_opaque | This command, when enabled, renders only the opaque parts of models in the game. It is primarily used for testing and debugging purposes. | Examples, Generator & More | sc_only_render_opaque <0 / 1> |