Q2PRO-X

Q2PRO-X 1.6 Beta 5 by ly — Q2PRO-X 1.6 Beta 5 AVFX Settings Guide

The complete guide in HTML. The original DOCX is available from its documentation card.

Q2PRO-X 1.6 Beta 5 by ly

Q2PRO-X 1.6 Beta 5 AVFX Settings Guide

Q2PRO-X document image

Project author: ly

Weather, sky, water and surfaces: the master switches and the setup order

English edition • Q2PRO-X 1.6 Beta 5 by ly • 2026-10-10


Contents

The entries are links: click one to jump to that section.

Beta4: driver preflight

Surface Objects and materials in beta 3

Beta 2 additions

1. AVFX theory

2. How to enable and test

2.1. The main AVFX menu in full

2.2. The detailed sections

3. The basic weather presets

4. Quality tiers

5. Settings reference

General AVFX control

Rain and water

Snowflakes and snow surface

Storm, sky, other effects and audio

Enhanced effects and weapon reactions

6. Profile-specific tuning

Rain and storm

Snow

Competitive play

7. Troubleshooting

8. Modes: multiplayer, demos and the competitive limit

9. What to read next


Beta4: driver preflight

Hardware tessellation becomes available after a background compilation check on the current GPU/driver. This renderer check also runs with AVFX disabled. Failure retains the fallback without rewriting presets. See the video guide.


Surface Objects and materials in beta 3

Surface Materials and Surface Objects are separate layers. The object menu contains grass, wall foliage, ferns, stones, soil clumps and fallen leaves. Each has its own submenu and master switch. These are client-side decorations without collision changes. Foliage has shape and clustering controls; stones use textures and a wide size spread; leaves can fall with separate amount, speed, wind and outdoor-only controls. Grass, ivy, ferns and stones have independent shadow strength, zero by default. Flashlight projections reuse that strength and require flashlight shadows.

Q2PRO-X document image

Independent Surface Object submenus.

Metal response and brick relief have been improved. Individual rectangular bricks use visibility and projected-detail controls; this does not replace the existing material settings.



Beta 2 additions

AVFX starts after the map and color mode are ready and releases map-owned data on exit. Fixed hangs at map-loading boundaries, including HDR. Removed false missing-cloud-texture messages for optional shader inputs without suppressing real resource errors.

Floor and wall materials now include metal coverings; see the Advanced AVFX guide for controls and examples. Metallic Lustre is available as an Extra Quality factory preset.


1. AVFX theory

AVFX is an optional client-side layer for weather, surfaces, audio and screen reactions. It does not change server physics, damage, hitboxes or game rules.
The system has four parts: weather emitters (rain/snow/ash/dust/mist), surface receivers (water, puddles, snow, lava), reactions (footsteps, weapons, steam, splashes), and presentation (sky, audio, wet lens).
AVFX is off by default for new users. Defaults are a safe quality baseline; users enable the system through presets or manual settings.
Ultra Quality means maximum visuals with distance LOD disabled: puddles and snow should not 'build only when the player arrives'. Lower tiers may use LOD and reduce secondary effects.
Presets are cfg files under baseq2/q2pro-x/visual_presets. They can be copied and edited by advanced users; menu rows simply execute the matching cfg.


2. How to enable and test

Open the main AVFX menu: Main menu → Advanced Visual Effects
For a ready-to-use setup, open the AVFX presets and choose a profile at the quality tier you want.
For manual tuning, use the detailed child pages: weather and atmosphere, surfaces and water, sky and celestials, local FX and sound.
Use cl_avfx_info for diagnostics; use the restore-defaults row to reset.
The quick commands are listed in the cvar and command reference.

2.1. The main AVFX menu in full

Advanced Visual Effects

TypeSectionRowVariable or targetWhat it does
NavigationAVFX presets...q2prox_avfx_presetsOpen AVFX preset packs. Presets are cfg files under baseq2/q2pro-x/visual_presets, so advanced users can tune them directly.
NavigationAVFX Player Contact presets...q2prox_avfx_contact_presetsOpen the AVFX Player Contact preset domain: blood, sprays, world stains, corpse pools, BFG vaporization and weapon impact marks. It is completely separate from the AVFX presets above.
NavigationAVFX Preset Generator...q2prox_avfx_generatorGenerate a safe random AVFX scene: pick a quality envelope, optionally fix the atmosphere, press Generate. Save a result you like as a custom preset.
SectionCore SettingsCore Settings
ToggleCore SettingsEnablecl_avfxMaster switch for the AVFX atmospheric layer (rain/snow/ash/dust/mist, storm). Visual-only, client-side. Applies immediately.
ListCore SettingsPresetcl_avfx_presetAtmospheric preset: rain, snow, ash, dust or mist. Applies immediately. [off / rain / snow / ash / dust / mist]
ListCore SettingsAir mixcl_avfx_air_profileOptional air-only layer mixed over the main preset. Does not create rain/snow surface accumulation. Applies immediately. [off / ash / dust / mist]
SliderCore SettingsAir densitycl_avfx_air_density_scaleDensity multiplier for the additional air layer only. Applies immediately.
SliderCore SettingsAir alphacl_avfx_air_alpha_scaleAlpha multiplier for the additional air layer only. Applies immediately.
ListCore SettingsQualitycl_avfx_qualityPer-frame budget: low/normal/high sets the cap on rain beams and particles. Applies immediately. [low / normal / high]
ListCore SettingsAVFX backendcl_avfx_backendAVFX surface/state backend. Classic keeps the legacy behaviour. Accelerated enables the modern dirty-tile/reservoir paths used by accelerated weather rendering. Applies immediately. [Classic / Accelerated]
ListCore SettingsWeather renderercl_avfx_weather_rendererWeather render path. Classic uses the legacy CPU/entity path. Accelerated/Auto can use the modern path when the AVFX backend is Accelerated. Applies immediately. [Classic / Accelerated / Auto]
ToggleCore SettingsDistance LODcl_avfx_render_lodSkip rendering small AVFX effects (foam bubbles, water ripples, puddle rings, splashes, puddle dust) beyond cl_avfx_render_lod_wu distance from camera, with soft fade over the last 30%. Major perf win in dense rain (~15-25%+ fps). Puddles, cascade flows, and rain particles themselves are NEVER affected. Applies immediately.
SliderCore SettingsLOD distancecl_avfx_render_lod_wuDistance LOD threshold in world units. Effects beyond this fade out and are skipped. Default 1536. Applies immediately.
ListCore SettingsWeather strengthcl_avfx_weather_levelWeather strength bias (light/normal/heavy) for density, fall speed, wind and storm chance. Your sliders still apply. Applies immediately. [light / normal / heavy]
SectionShape & WindShape & Wind
SliderShape & WindDensitycl_avfx_densityHow many particles/beams the preset spawns within the quality budget. Applies immediately.
SliderShape & WindAlphacl_avfx_alphaOverall opacity of AVFX visuals; lower = more see-through weather. Applies immediately.
SliderShape & WindRadiuscl_avfx_radiusHorizontal size (world units) of the weather volume around the camera. Applies immediately.
SliderShape & WindHeightcl_avfx_heightVertical height (world units) of the weather column around the camera. Applies immediately.
SliderShape & WindSpeedcl_avfx_speedFall/drift speed multiplier for all preset elements (rain streaks, snow/ash drift). Applies immediately.
SliderShape & WindWind Xcl_avfx_wind_xWind along X: slants streaks and drifts particles east (+) / west (-). Applies immediately.
SliderShape & WindWind Ycl_avfx_wind_yWind along Y: slants streaks and drifts particles north (+) / south (-). Applies immediately.
SliderShape & WindSizecl_avfx_sizeSize multiplier for streaks/particles (rain streak length/width, flake scale). Applies immediately.
SliderShape & WindParticle count multipliercl_avfx_particle_multiplierParticle count multiplier for snow/ash/dust/mist and rain drops. 1 = Default, up to 100 = blizzard. Applies immediately.
SectionSubmenus & ServiceSubmenus & Service
NavigationSubmenus & ServiceDetailed settings...q2prox_avfx_detailsOpen detailed AVFX settings, grouped into four hubs: Weather & Atmosphere, Surfaces & Water, Sky & Celestials, and Local FX & Sound.
NavigationSubmenus & ServiceEnhanced AVFX...q2prox_avfx_enhancedOpen Enhanced AVFX: surface effects, water enhancement, diagnostics and weapon water impacts.
NavigationSubmenus & ServiceModes...q2prox_avfx_modesOpen AVFX availability and multiplayer visibility modes.
NavigationSubmenus & ServiceRestore defaultscl_avfx_defaultsReset all AVFX cvars to their default values.
NavigationSubmenus & ServiceAdvanced effects info...cl_avfx_infoPrint AVFX diagnostics (active effects, counters, budgets) to the console.

2.2. The detailed sections

AVFX Detailed Settings

TypeSectionRowVariable or targetWhat it does
SectionCategoriesCategories
NavigationCategoriesWeather & Atmosphere...q2prox_avfx_details_weatherOpen Weather & Atmosphere: rain, snow, snowflakes, ash/dust/mist, storm, lightning and volumetric fog.
NavigationCategoriesSurfaces & Water...q2prox_avfx_details_surfacesOpen Surfaces & Water: surface objects/grass, water, puddles, snow cover, lava steam and enhanced surface effects.
NavigationCategoriesSky & Celestials...q2prox_avfx_details_skyOpen Sky & Celestials: weather sky, volumetric clouds, sun, moon, Earth, stars, meteors and spaceships.
NavigationCategoriesLocal FX & Sound...q2prox_avfx_details_localOpen Local FX & Sound: flashlight, monster environmental contacts and AVFX sound volumes.

The large individual subsystems — sky and space, volumetric media, water and reflections, surface materials, map-authored scenes — are described in the AVFX advanced features guide. What remains here is the general structure of the layer and the weather.


3. The basic weather presets

The basic weather profiles are listed below. The complete set of shipped presets, the custom slots and the rules for saving them are covered in the separate AVFX presets guide; the way to obtain a whole new scene with one press is in the AVFX preset generator guide.

PresetFilePurpose
Rain & Storm Ultrav_p_rs_u.cfgMaximum rain, puddles, runoff, sky and storm presentation; LOD off.
Rain Ultrav_p_r_u.cfgThe same rain/water quality baseline without storm/lightning emphasis.
Snow Ultrav_p_s_u.cfgMaximum snow, GPU surface cover, snowdrifts, footprints and sky mood; LOD off.
Rain & Storm Qualityv_p_rs_q.cfgClose to Ultra, with mild LOD and slightly reduced expensive detail.
Rain Qualityv_p_r_q.cfgRecommended balanced default for users who want rain with strong visuals.
Snow Qualityv_p_s_q.cfgSnow visual target close to Ultra with safer distance cost.
Rain & Storm Balancedv_p_rs_b.cfgVisible performance boost while keeping the full rain/storm feature set.
Rain Balancedv_p_r_b.cfgLower rain density and stronger LOD; still keeps puddle gameplay visuals.
Snow Balancedv_p_s_b.cfgLower snow density and cheaper distance simulation.
Rain & Storm Performancev_p_rs_p.cfgLower particles and shorter LOD range, audio remains enabled.
Rain Performancev_p_r_p.cfgKeeps rain/puddles readable with reduced secondary effects.
Snow Performancev_p_s_p.cfgKeeps snowfall and surface snow while reducing expensive extras.
Rain & Storm Ultra Performancev_p_rs_up.cfgAggressive LOD and minimal extras; still keeps audio on.
Rain Ultra Performancev_p_r_up.cfgMinimal rain/puddle profile for weak PCs or heavy multiplayer scenes.
Snow Ultra Performancev_p_s_up.cfgOrdinary snow remains, 3D flakes/expensive extras are cut back.


4. Quality tiers

TierWhat it doesWhen to use it
Ultra QualityLOD off, maximum density, large puddles/snow/surface cover, expensive secondary effects enabled.Screenshots, powerful PCs, reference visuals.
QualityClose to Ultra, with mild LOD and slightly reduced density/expensive detail.Recommended high-quality play.
BalancedMore visible LOD and lower particle density, while keeping the AVFX identity.When you want a clear FPS boost without losing the feel.
PerformanceReduces particles and some expensive secondary effects while keeping weather readable.Multiplayer or heavy maps.
Ultra PerformanceAggressive LOD and minimal extras; sounds remain enabled.Weak PCs, maximum speed, compatibility checks.


5. Settings reference

General AVFX control

CvarMenu rowPurposeTuning note
cl_avfxEnableMaster switch for the whole AVFX layer.Leave off for classic Q2PRO-X visuals; presets enable it automatically.
cl_avfx_presetProfileSelects the active weather emitter: rain, snow, ash, dust or mist.Use cfg presets instead of hand-switching this for full profile setup.
cl_avfx_qualityQualityLegacy/global quality hint used by several AVFX subsystems.Presets choose the intended value.
cl_avfx_render_lodDistance LODAllows small secondary effects to be skipped far away.0 means Ultra full-world behavior; 1 scales by cl_avfx_render_lod_wu.
cl_avfx_render_lod_wuLOD distanceWorld-unit distance for local LOD when LOD is enabled.Raise for higher quality; lower for more FPS.
cl_avfx_weather_levelWeather levelHigh-level weather intensity selector.Use light/normal/heavy for quick density changes.
cl_avfx_densityDensityBase particle/weather density multiplier.One of the first knobs to lower for performance.
cl_avfx_alphaAlphaBase transparency for weather particles.Too high can make weather noisy; too low hides it.
cl_avfx_radiusRadiusHorizontal emitter radius around the player/world region.Large values improve coverage but cost more.
cl_avfx_heightHeightVertical weather spawn height.Raise for large outdoor spaces.
cl_avfx_speedSpeedBase falling/drift speed.Affects rain streak feel and snow drift.
cl_avfx_wind_x / cl_avfx_wind_yWind X/YHorizontal weather drift.Useful for storm mood; extreme values can look artificial indoors.
cl_avfx_sizeSizeBase particle size.Tune together with particle size multiplier.
cl_avfx_particle_multiplierParticle size multiplierAdditional multiplier for visible particle scale.Moved near Size in the menu because it changes the same perception.
cl_avfx_multiplayer / cl_avfx_demoMP/Demo gatesAllow or restrict AVFX in multiplayer and demo playback.Useful for competitive clarity or recorded showcases.
cl_avfx_competitive_limitCompetitive limitLimits expensive/visibility-affecting effects for competitive use.Keep enabled if strict visibility matters more than spectacle.
cl_avfx_defaults / cl_avfx_infoDefaults / InfoReset AVFX cvars or print current diagnostic info.Use after experiments or before bug reports.

Rain and water

CvarMenu rowPurposeTuning note
cl_avfx_waterEnhanced waterEnables AVFX water surface treatment where applicable.Requires world effects; does not target lava/slime.
cl_avfx_water_qualityWater qualityQuality level for water-side visuals.Higher values increase surface richness.
cl_avfx_water_strengthWater strengthIntensity of water visual modulation.Use moderately to avoid over-tinted water.
cl_avfx_water_colorWater colorChooses a water color preset.Original keeps map identity; stylized colors are for mood.
cl_avfx_water_ripples / cl_avfx_water_foamRipples / foamSurface ripple and foam layers.Disable first on very low profiles.
cl_avfx_rain_drops / cl_avfx_rain_drop_densityVisible dropsLarge visible rain drops/streaks and their density.Keep high for Ultra rain curtain; lower for FPS.
cl_avfx_rain_water_ripplesRain rings on waterExpanding rings where rain hits water.Visible from above; blurred when seen from underwater.
cl_avfx_rain_ripple_density / cl_avfx_rain_ripple_speedRipple density/speedControls how many rings appear and how fast they grow/fade.High values are beautiful but can be draw-heavy.
cl_avfx_rain_splashesRain splashesSmall 3D splashes from rain impacts.Use with rings for full wet-surface feel.
cl_avfx_rain_splash_density / cl_avfx_rain_splash_scaleSplash density/scaleAmount and size of rain splash particles.Lower scale if drops read too chunky.
cl_avfx_puddle_step_splashesPuddle step splashes3D splashes and rings from running through puddles.Works indoors too, because it follows puddle contact, not sky exposure.
cl_avfx_puddle_step_splash_amountStep splash amountStrength of footstep and landing splashes.Increase for arcade visibility; reduce for subtle realism.
cl_avfx_rain_on_eyesRain on eyesWet-lens screen effect under rain.Uses postprocess FBO; disable if you need completely clean view.
cl_avfx_rain_on_eyes_amountWet-lens amountStrength of blur/muddy lens modulation.Small changes are noticeable.
cl_avfx_rain_puddlesPuddlesEnables rain puddle formation on valid surfaces.Core rain realism feature.
cl_avfx_rain_puddle_density / cl_avfx_rain_puddle_countPuddle density/countControls how often and how many puddles can exist.Ultra keeps high values; performance presets reduce them.
cl_avfx_rain_puddle_alphaPuddle alphaOpacity of puddle fill.Too low can leave only particles/sounds without visible water.
cl_avfx_rain_puddle_max_sizePuddle sizeMaximum puddle growth size.Ultra uses maximum; lower tiers shrink it gradually.
cl_avfx_rain_puddle_fill_ratePuddle fill rateHow quickly puddles appear and mature.High values are cinematic but can feel instant.
cl_avfx_rain_puddle_ringsPuddle ringsAdditional rings on puddles.Disabled in Ultra Performance.
cl_avfx_rain_puddle_runoffPuddle runoffAllows puddles to flow into lower surfaces and form cascades.One of the most expensive but most realistic rain features.
cl_avfx_rain_puddle_runoff_scaleRunoff scaleVisual scale of runoff streams.Tune if flow looks too thick or too faint.
cl_avfx_rain_puddle_runoff_dustRunoff dirtParticles/bubbles carried by runoff.Adds motion cues; lower for performance.
cl_avfx_rain_puddle_runoff_grow_speedRunoff growthHow fast connected flow expands.Too high can feel like instant fill.
cl_avfx_rain_puddle_dust / cl_avfx_rain_puddle_dust_sizePuddle dustFloating dirt/foam specks and their size.Useful for reading transparent water.
cl_avfx_rain_water_contactWater contactContact effects when rain/flow touches water.Keeps water surfaces alive.
cl_avfx_rain_water_contact_bubblesContact bubblesBubbles created at water contact points.Underwater rendering blurs these.
cl_avfx_rain_water_contact_bubble_size / densityBubble size/densityControls bubble scale and amount.Lower first if underwater FPS is limited.
cl_avfx_rain_puddle_specularPuddle highlightsSpecular highlight layer for puddles.Disabled in Performance and Ultra Performance presets.
cl_avfx_rain_puddle_specular_strengthHighlight strengthIntensity of puddle specular response.High values look glossy; low values look matte.

Snowflakes and snow surface

CvarMenu rowPurposeTuning note
cl_avfx_snow_flakes_3d3D snowflakesEnables larger 3D snowflake particles.Ultra Performance disables 3D flakes, but ordinary small snow still falls.
cl_avfx_snow_flakes_3d_quality3D qualityPreset for 3D snowflake richness.Manual lets count/size cvars matter directly.
cl_avfx_snow_flakes_3d_count3D countControls amount of 3D flakes.Use together with particle multiplier.
cl_avfx_snow_flakes_3d_size3D sizeVisual size of 3D snowflakes.Large sizes are cinematic but can distract.
cl_avfx_snow_flakes_3d_crossedCrossed flakesRenders flakes as crossed cards for fuller volume.Costs more fill, improves close-up look.
cl_avfx_snow_flakes_3d_tumbleTumbleAdds rotation/tumbling motion.Good for soft snow; reduce for calm snowfall.
cl_avfx_snow_flakes_3d_nearNear flakesControls close-to-camera 3D flakes.Lower if snow feels too busy near view.
cl_avfx_snow_gpu_materialGPU snow surfaceProduction GPU surface snow path.Keep it on for the accepted snow quality and performance.
cl_avfx_snow_gpuGPU material visualsControls GPU snow material rendering/noise/tint/relief/glitter.Different from accumulation logic; this is how it looks.
cl_avfx_snow_gpu_material_alphaSurface alphaOpacity of GPU snow blanket.Tune if snow hides map texture too strongly.
cl_avfx_snow_gpu_coverageCoverageEnables snow coverage atlas/accumulation.Core setting for snow build-up.
cl_avfx_snow_gpu_coverage_prefillPrefillStarts map with prefilled snow coverage.Useful for instant winter look.
cl_avfx_snow_accum_fill_rateFill speedHow fast snow cover accumulates.Range is tuned to 0.01..3.00 with 0.01 step for precise control.
cl_avfx_snow_gpu_edge_featherSoft edgeSoftens snow coverage borders.Helps avoid hard cut lines.
cl_avfx_snow_gpu_edge_feather_wuEdge feather WUWorld-unit width of edge fade.Increase for softer transitions.
cl_avfx_snow_gpu_edge_noise_wuEdge noiseIrregular edge breakup.Avoid perfectly straight snow borders.
cl_avfx_snow_gpu_pomSnowdrift parallaxParallax/relief snow height illusion.Best visual payoff on close surfaces.
cl_avfx_snow_gpu_pom_alphaPOM alphaBlend strength for parallax layer.Lower if high drifts obscure geometry.
cl_avfx_snow_gpu_pom_depth_wuPOM depthApparent snow height in world units.Large values create deeper drifts.
cl_avfx_snow_gpu_pom_stepsPOM stepsRaymarch steps for parallax snow.Higher is smoother but more expensive.
cl_avfx_snow_gpu_pom_edge_taperPOM edge taperReduces parallax at snow edges.Prevents floating/thick borders.
cl_avfx_snow_gpu_relief_intensityRelief intensityStrength of material relief shading.Subtle values look more natural.
cl_avfx_snow_gpu_pom_grow_timeGrow timeHow snow height ramps in after accumulation.Avoids sudden drift pop-in.
cl_avfx_snow_gpu_clumpy_edgeClumpy edgeAdds broken clumps along exposed snow edges.Use lightly; lava edges have their own melt logic.
cl_avfx_snow_gpu_clumpy_freqClump size/frequencyScale/frequency of clumpy detail.High values can look noisy.
cl_avfx_snow_gpu_material_edge_fade_wuMaterial edge fadeMaterial-level snow edge fade distance.Useful for soft realistic snow mass.
cl_avfx_snow_gpu_exposure_tapsEdge qualitySampling quality for edge/exposure checks.Higher is more stable but costs more.
cl_avfx_snow_gpu_footprintsGPU footprintsFootprints carved into GPU snow.Uses same visual family as snow weapon marks.
cl_avfx_snow_gpu_footprint_size_wu / depthFootprint size/depthControls size and depth of snow footprints.Scale with snow depth for realism.
cl_avfx_snow_footprintsFootprintsEnables player footprint marks.Disable for clean competitive view.
cl_avfx_snow_footprint_strengthFootprint strengthVisual strength of footprint depression/mark.Higher reads better through thick snow.
cl_avfx_snow_footprint_fade_rateFootprint fadeFade speed for snow footprints.Weapon snow marks have an analogous separate fade setting.
cl_avfx_snow_accum / density / alpha / max_size / countLegacy accumulation capsLegacy/auxiliary accumulation density, opacity, size and count caps.Normally controlled by presets.
cl_avfx_snow_field / volume / volume_*Snow field/volumeBlanket/volume controls for snow field height and growth.Tune only after the main GPU snow surface looks right.
cl_avfx_snow_water_effectsSnow on waterFloating snow patches/effects on water.Patch size/lifetime/drift are separate controls.
cl_avfx_snow_water_patch_density / size / lifetime / drift_speedWater snow patchesDensity, size, lifetime and drift of snow-on-water patches.Small sizes are more realistic for flakes.
cl_avfx_snow_gpu_quality / noise / relief / glitterSnow material qualityMaterial noise, relief and glitter controls.Glitter/bloom is a beauty feature; lower on performance profiles.

Storm, sky, other effects and audio

CvarMenu rowPurposeTuning note
cl_avfx_storm / cl_avfx_storm_densityStormStorm layer and density.Rain & Storm presets enable this family.
cl_avfx_lightningLightningEnables lightning flashes/impacts.Use with thunder audio for full storm.
cl_avfx_lightning_frequency / durationFrequency/durationHow often lightning appears and how long it lasts.Too frequent lightning can fatigue the view.
cl_avfx_lightning_screen_flashScreen flashScreen-space lightning flash.Lower for competitive comfort.
cl_avfx_lightning_impact_scale / dlightImpact scale/lightImpact visual scale and dynamic light.Requires dynamic light settings to be visible.
cl_avfx_skyAVFX skyEnables AVFX sky tint/cloud/fog layer.Snow and rain presets keep their accepted sky mood.
cl_avfx_sky_autoAuto skyAutomatically applies weather-appropriate sky settings.Useful with presets; turn off for manual art direction.
cl_avfx_sky_override_modeSky override modeOff/tint/overlay/replace sky behavior.Replace is strongest; tint preserves map identity.
cl_avfx_sky_darkness / storm_tintDarkness/tintSky darkening and storm color.Key for snow/rain mood.
cl_avfx_sky_clouds / cloud_intensity / cloud_speedCloudsCloud overlay enable, intensity and motion speed.Snow presets use darker cloud/fog mood.
cl_avfx_sky_fog_alphaSky fogFog amount in the sky/weather layer.Too high can flatten distant contrast.
cl_avfx_ash_dlights / ash_spritesAsh ember visualsDynamic lights and varied sprites for ash embers.Used by ash profile and miscellaneous effects.
cl_avfx_lava_steamLava steamSteam where rain/snow/water meets lava.Uses different feel from snowflake impact steam.
cl_avfx_lava_steam_density / height / speed / edge_radiusSteam shapeDensity, height, rise speed and lava-edge radius.Tune density before height for believable steam.
cl_avfx_audioAVFX audioMaster AVFX audio switch.Presets turn sounds on by default.
cl_avfx_audio_volumeAVFX volumeOverall AVFX sound volume.Still respects global sound settings.
cl_avfx_audio_wind / rain / rain_drops / snow / waterWeather audioIndividual weather and water sound layers.Disable only the layer that annoys you, not the master.
cl_avfx_audio_lava_steam / lava_surface_steamSteam audioSounds for lava steam and surface evaporation.Surface steam uses separate water-evaporation feeling.
cl_avfx_weapon_snow_steam_audioSnow weapon steamSteam audio for hot snow weapon impacts.Used by blaster/rail/BFG-like effects.
cl_avfx_audio_thunder / impactThunder/impact audioStorm thunder and impact sounds.Important for Rain & Storm presets.
cl_avfx_audio_surface_steps / puddle_steps / snow_stepsStep audioSurface, puddle and snow footstep layers.Puddle landing splashes use this family too.

Enhanced effects and weapon reactions

CvarMenu rowPurposeTuning note
cl_avfx_worldWorld effectsMaster for AVFX surface/world receivers.Required by water, puddles and many surface reactions.
cl_avfx_world_autoAuto world couplingAutomatically couples weather state to surface receivers.Usually keep on with presets.
cl_avfx_world_debugWorld diagnosticsAdds debug data to AVFX info.For troubleshooting only.
cl_avfx_weapon_impactsWeapon impacts on waterMaster for weapon effects on water/puddles.Accepted with known q2dm1-like water limitations for some weapons.
cl_avfx_weapon_impact_blaster / hyperblasterBlaster water impactsSmall splash, burn/steam reaction per projectile.Hyperblaster repeats per bullet.
cl_avfx_weapon_impact_machinegun / chaingunBullet water impactsBullet splashes, rings and spray without burn steam.Chaingun is denser because it fires more.
cl_avfx_weapon_impact_shotgun / supershotgunShotgun water impactsScattered pellet splashes and rings.Super shotgun is stronger/richer.
cl_avfx_weapon_impact_railgunRail water impactFountain-like hit, many rings and steam.Rail is the most reliable first-surface trace on q2dm1-like water.
cl_avfx_weapon_impact_handgrenade / grenadelauncherGrenade water impactsLarge fountain, rings and temporary dark stain.Grenade launcher varies per landed grenade.
cl_avfx_weapon_impact_rocketlauncherRocket water impactHuge splash, spray, rings, dark stain and strong steam.A showcase effect; relatively expensive.
cl_avfx_weapon_impact_bfgBFG water impactEvaporates AVFX puddle water for several seconds, huge steam and dark mark.The regenerated puddle is an intentional visual payoff.
cl_avfx_weapon_snow_impactsWeapon impacts on snowMaster for snow marks, holes, craters, melt and snow dust.Strength scales with snow depth/parallax where possible.
cl_avfx_weapon_snow_impact_fade_rateSnow weapon fadeFade speed for weapon marks on snow.Analogous to footprint fade but intentionally separate.
cl_avfx_weapon_snow_impact_blaster / hyperblasterBlaster snow marksMelted/burned circular marks and steam.Projectile scale is smaller than explosive weapons.
cl_avfx_weapon_snow_impact_machinegun / chaingunBullet snow marksDark bullet holes and snow dust.Chaingun creates denser scatter.
cl_avfx_weapon_snow_impact_shotgun / supershotgunShotgun snow marksPellet scatter with strong snow dust.Super shotgun is roughly stronger/richer.
cl_avfx_weapon_snow_impact_railgunRail snow markRound melted mark and steam without explosion shape.Smaller than rockets/grenades.
cl_avfx_weapon_snow_impact_handgrenade / grenadelauncherGrenade snow cratersLarge snow crater, snow fountain and steam.Used for both hand grenade and launched grenade.
cl_avfx_weapon_snow_impact_rocketlauncherRocket snow craterHuge crater-like mark with snow/debris fountain and steam.Should read darker in center and softer at edges.
cl_avfx_weapon_snow_impact_bfgBFG snow meltLarge-area melt/evaporation with a deep center mark.The biggest snow weapon reaction.


6. Profile-specific tuning

Rain and storm

Start with Rain & Storm Ultra or Rain Quality. Then tune cl_avfx_density, cl_avfx_rain_drop_density and cl_avfx_rain_puddle_fill_rate.
For rich surfaces, keep cl_avfx_rain_puddles, cl_avfx_rain_puddle_runoff, cl_avfx_rain_water_ripples and cl_avfx_rain_puddle_specular enabled.
If FPS drops, first enable cl_avfx_render_lod and reduce cl_avfx_render_lod_wu, then lower puddle rings, bubbles, dust and splash density.
For storm mood, key controls are cl_avfx_storm, cl_avfx_lightning, cl_avfx_lightning_frequency, cl_avfx_audio_thunder and sky cloud/fog settings.

Snow

Start with Snow Ultra. The main visuals come from cl_avfx_snow_gpu_material, cl_avfx_snow_gpu_coverage, cl_avfx_snow_gpu_pom and cl_avfx_snow_flakes_3d.
Accumulation speed is controlled by cl_avfx_snow_accum_fill_rate. The practical 0.01..3.00 range is used because high values fill maps almost instantly.
If 3D snowflakes are disabled, ordinary small snow should still fall; visibility depends on the general particle/weather profile.
Footprints, weapon marks and impact strength should scale with snow depth and the parallax snowdrift feel.

Competitive play

For maximum visibility use AVFX off or Performance/Ultra Performance.
Enable cl_avfx_competitive_limit if effects must not interfere with model/item readability.
Keep sounds if useful, but reduce rain-on-eyes, storm flashes, puddle rings and dense snowflakes.


7. Troubleshooting

No effects: check cl_avfx 1, cl_avfx_preset not Off, cl_avfx_world 1, multiplayer/demo gates and the actual selected cfg preset.
No AVFX audio: check cl_avfx_audio 1, cl_avfx_audio_volume, s_ambient and WAV files under baseq2/sound/q2prox/avfx.
After experiments the state looks odd: apply the desired preset again or use /avfxr.
For clean release testing, do not carry old q2pro-x.cfg/q2pro-x.local.cfg from earlier builds if you want new-user defaults.



8. Modes: multiplayer, demos and the competitive limit

AVFX Modes

TypeSectionRowVariable or targetWhat it does
ToggleMultiplayercl_avfx_multiplayerAllow AVFX during real multiplayer matches; off disables it there. Applies immediately.
ToggleDemo playbackcl_avfx_demoAllow AVFX during demo (.dm2/.mvd2) playback. Applies immediately.
ToggleCompetitive limitcl_avfx_competitive_limitIn multiplayer, caps alpha/density/particle counts so weather can't hide targets. Applies immediately.

Besides these modes there is a global AVFX disable: it switches the layer off across every mod without rewriting local settings or presets. That is convenient when you want a clean image for a while without losing a configured profile.


9. What to read next

TopicDocument
Ready-made scenes, custom slots, music presetsAVFX Presets
One press, a whole new sceneAVFX Preset Generator
Sky and space, volumetric media, materials, map-authored scenesAVFX Advanced Features
Choosing the graphics backend and the display modeVideo and Visuals
AVFX sound volumesSound