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 |
---|---|---|---|
snd_steamaudio_enable_spatial_blend_fix | Toggles the speculative fix for low-frequency issues when using spatial blend in audio. |
Examples, Generator & More | snd_steamaudio_enable_spatial_blend_fix
<0 / 1>
|
snd_steamaudio_ir_duration | Controls the time delay between a sound being emitted and the last audible reflection in Steam Audio. Used for tweaking the game's audio spatialization and echo characteristics. |
Examples, Generator & More | snd_steamaudio_ir_duration
<Duration>
|
snd_steamaudio_max_convolution_sources | This command sets the maximum number of simultaneous sources that can be modeled by Steam Audio within the game. |
Examples, Generator & More | snd_steamaudio_max_convolution_sources
<Maximum sources>
|
snd_steamaudio_max_occlusion_samples | Sets the maximum number of rays that can be traced for volumetric occlusion by Steam Audio, which affects how sound is occluded by the game environment. |
Examples, Generator & More | snd_steamaudio_max_occlusion_samples
<Maximum occlusion samples>
|
snd_steamaudio_num_bounces | Sets the maximum number of times any ray can bounce when using Steam Audio, which affects the simulation of sound within the game environment. |
Examples, Generator & More | snd_steamaudio_num_bounces
<Number of bounces>
|
snd_steamaudio_num_diffuse_samples | This command configures the number of directions that are considered for ray bounces by Steam Audio, impacting how audio reflections are calculated. |
Examples, Generator & More | snd_steamaudio_num_diffuse_samples
<Number of Diffuse Samples>
|
snd_steamaudio_num_rays | Specifies the number of rays to be traced for modeling reflections in the game's audio through Steam Audio, primarily affecting the accuracy and quality of audio reflections. |
Examples, Generator & More | snd_steamaudio_num_rays
<Number of rays>
|
snd_steamaudio_num_threads | This command configures the number of threads allocated for computing real-time reflections in Steam Audio, improving spatial audio quality. |
Examples, Generator & More | snd_steamaudio_num_threads
<Number of Threads>
|
snd_steamaudio_reverb_level_db | Adjusts the overall volume in decibels (dB) of the output from the Steam Audio Reverb processor. This command helps in fine-tuning the reverb effects for an optimal audio experience in the game. |
Examples, Generator & More | snd_steamaudio_reverb_level_db
<Reverb Level (dB)>
|
snd_steamaudio_source_pathing_debug | Enables path visualization for the steam_audio_source operator, used for debugging purposes. |
Examples, Generator & More | snd_steamaudio_source_pathing_debug
<0 / 1>
|
snd_use_baked_occlusion | Determines whether the sound system uses baked occlusion data for audio playback, enhancing the realism of sound propagation and occlusion based on the precomputed data. |
Examples, Generator & More | snd_use_baked_occlusion
<0 / 1>
|
snd_vmix_override_mix_decay_time | This command determines the duration in seconds for the mix graphs decay time, if set to a value greater than 0; -1 returns it to default behavior. |
Examples, Generator & More | snd_vmix_override_mix_decay_time
<Decay Time>
|
stopdemos | Stops the looping of demos. The currently playing demo will complete before stopping. |
Examples, Generator & More | stopdemos
|
sv_cluster | Specifies the data center cluster in which the server is located. Mainly used for networking optimization and server management. |
Examples, Generator & More | sv_cluster
<0 / 1>
|
sv_debug_client_not_in_pvs | This command is used for debugging purposes. When enabled, it visually represents failed client Potentially Visible Sets (PVS) checks with a red box in the game world, helping to identify visibility issues. |
Examples, Generator & More | sv_debug_client_not_in_pvs
<0 / 1>
|
sv_debug_overlays_bandwidth | This command is used to broadcast server debug overlays traffic. |
Examples, Generator & More | sv_debug_overlays_bandwidth
<Bandwidth>
|
sv_debug_overlays_broadcast | This command enables or disables the broadcasting of server debug overlays. It's primarily used for debugging purposes. |
Examples, Generator & More | sv_debug_overlays_broadcast
<0 / 1>
|
sv_enable_alternate_baselines | This command enables or disables the alternate baseline system. Setting it to 2 activates debugging spew. |
Examples, Generator & More | sv_enable_alternate_baselines
<0 / 1>
|
sv_ents_write_alarm | Controls the printing of the callstack related to the CNetworkGameServerBase functionality. |
Examples, Generator & More | sv_ents_write_alarm
<0 / 1>
|
sv_merge_changes_after_tick_with_calcdelta | Addresses bugs related to pure calcdelta usage due to recipient changes, ensuring field changes are properly recognized even when values revert to their previous state. Setting to 2 enables detailed logging of changes. |
Examples, Generator & More | sv_merge_changes_after_tick_with_calcdelta
<0 / 1 / 2>
|