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
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.
Surface Objects and materials in beta 3
2.1. The main AVFX menu in full
Storm, sky, other effects and audio
Enhanced effects and weapon reactions
8. Modes: multiplayer, demos and the competitive limit
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.
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
2. How to enable and test
2.1. The main AVFX menu in full
Advanced Visual Effects
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Navigation | AVFX presets... | q2prox_avfx_presets | Open AVFX preset packs. Presets are cfg files under baseq2/q2pro-x/visual_presets, so advanced users can tune them directly. | |
| Navigation | AVFX Player Contact presets... | q2prox_avfx_contact_presets | Open 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. | |
| Navigation | AVFX Preset Generator... | q2prox_avfx_generator | Generate a safe random AVFX scene: pick a quality envelope, optionally fix the atmosphere, press Generate. Save a result you like as a custom preset. | |
| Section | Core Settings | Core Settings | ||
| Toggle | Core Settings | Enable | cl_avfx | Master switch for the AVFX atmospheric layer (rain/snow/ash/dust/mist, storm). Visual-only, client-side. Applies immediately. |
| List | Core Settings | Preset | cl_avfx_preset | Atmospheric preset: rain, snow, ash, dust or mist. Applies immediately. [off / rain / snow / ash / dust / mist] |
| List | Core Settings | Air mix | cl_avfx_air_profile | Optional air-only layer mixed over the main preset. Does not create rain/snow surface accumulation. Applies immediately. [off / ash / dust / mist] |
| Slider | Core Settings | Air density | cl_avfx_air_density_scale | Density multiplier for the additional air layer only. Applies immediately. |
| Slider | Core Settings | Air alpha | cl_avfx_air_alpha_scale | Alpha multiplier for the additional air layer only. Applies immediately. |
| List | Core Settings | Quality | cl_avfx_quality | Per-frame budget: low/normal/high sets the cap on rain beams and particles. Applies immediately. [low / normal / high] |
| List | Core Settings | AVFX backend | cl_avfx_backend | AVFX 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] |
| List | Core Settings | Weather renderer | cl_avfx_weather_renderer | Weather 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] |
| Toggle | Core Settings | Distance LOD | cl_avfx_render_lod | Skip 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. |
| Slider | Core Settings | LOD distance | cl_avfx_render_lod_wu | Distance LOD threshold in world units. Effects beyond this fade out and are skipped. Default 1536. Applies immediately. |
| List | Core Settings | Weather strength | cl_avfx_weather_level | Weather strength bias (light/normal/heavy) for density, fall speed, wind and storm chance. Your sliders still apply. Applies immediately. [light / normal / heavy] |
| Section | Shape & Wind | Shape & Wind | ||
| Slider | Shape & Wind | Density | cl_avfx_density | How many particles/beams the preset spawns within the quality budget. Applies immediately. |
| Slider | Shape & Wind | Alpha | cl_avfx_alpha | Overall opacity of AVFX visuals; lower = more see-through weather. Applies immediately. |
| Slider | Shape & Wind | Radius | cl_avfx_radius | Horizontal size (world units) of the weather volume around the camera. Applies immediately. |
| Slider | Shape & Wind | Height | cl_avfx_height | Vertical height (world units) of the weather column around the camera. Applies immediately. |
| Slider | Shape & Wind | Speed | cl_avfx_speed | Fall/drift speed multiplier for all preset elements (rain streaks, snow/ash drift). Applies immediately. |
| Slider | Shape & Wind | Wind X | cl_avfx_wind_x | Wind along X: slants streaks and drifts particles east (+) / west (-). Applies immediately. |
| Slider | Shape & Wind | Wind Y | cl_avfx_wind_y | Wind along Y: slants streaks and drifts particles north (+) / south (-). Applies immediately. |
| Slider | Shape & Wind | Size | cl_avfx_size | Size multiplier for streaks/particles (rain streak length/width, flake scale). Applies immediately. |
| Slider | Shape & Wind | Particle count multiplier | cl_avfx_particle_multiplier | Particle count multiplier for snow/ash/dust/mist and rain drops. 1 = Default, up to 100 = blizzard. Applies immediately. |
| Section | Submenus & Service | Submenus & Service | ||
| Navigation | Submenus & Service | Detailed settings... | q2prox_avfx_details | Open detailed AVFX settings, grouped into four hubs: Weather & Atmosphere, Surfaces & Water, Sky & Celestials, and Local FX & Sound. |
| Navigation | Submenus & Service | Enhanced AVFX... | q2prox_avfx_enhanced | Open Enhanced AVFX: surface effects, water enhancement, diagnostics and weapon water impacts. |
| Navigation | Submenus & Service | Modes... | q2prox_avfx_modes | Open AVFX availability and multiplayer visibility modes. |
| Navigation | Submenus & Service | Restore defaults | cl_avfx_defaults | Reset all AVFX cvars to their default values. |
| Navigation | Submenus & Service | Advanced effects info... | cl_avfx_info | Print AVFX diagnostics (active effects, counters, budgets) to the console. |
2.2. The detailed sections
AVFX Detailed Settings
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Section | Categories | Categories | ||
| Navigation | Categories | Weather & Atmosphere... | q2prox_avfx_details_weather | Open Weather & Atmosphere: rain, snow, snowflakes, ash/dust/mist, storm, lightning and volumetric fog. |
| Navigation | Categories | Surfaces & Water... | q2prox_avfx_details_surfaces | Open Surfaces & Water: surface objects/grass, water, puddles, snow cover, lava steam and enhanced surface effects. |
| Navigation | Categories | Sky & Celestials... | q2prox_avfx_details_sky | Open Sky & Celestials: weather sky, volumetric clouds, sun, moon, Earth, stars, meteors and spaceships. |
| Navigation | Categories | Local FX & Sound... | q2prox_avfx_details_local | Open 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.
| Preset | File | Purpose |
|---|---|---|
| Rain & Storm Ultra | v_p_rs_u.cfg | Maximum rain, puddles, runoff, sky and storm presentation; LOD off. |
| Rain Ultra | v_p_r_u.cfg | The same rain/water quality baseline without storm/lightning emphasis. |
| Snow Ultra | v_p_s_u.cfg | Maximum snow, GPU surface cover, snowdrifts, footprints and sky mood; LOD off. |
| Rain & Storm Quality | v_p_rs_q.cfg | Close to Ultra, with mild LOD and slightly reduced expensive detail. |
| Rain Quality | v_p_r_q.cfg | Recommended balanced default for users who want rain with strong visuals. |
| Snow Quality | v_p_s_q.cfg | Snow visual target close to Ultra with safer distance cost. |
| Rain & Storm Balanced | v_p_rs_b.cfg | Visible performance boost while keeping the full rain/storm feature set. |
| Rain Balanced | v_p_r_b.cfg | Lower rain density and stronger LOD; still keeps puddle gameplay visuals. |
| Snow Balanced | v_p_s_b.cfg | Lower snow density and cheaper distance simulation. |
| Rain & Storm Performance | v_p_rs_p.cfg | Lower particles and shorter LOD range, audio remains enabled. |
| Rain Performance | v_p_r_p.cfg | Keeps rain/puddles readable with reduced secondary effects. |
| Snow Performance | v_p_s_p.cfg | Keeps snowfall and surface snow while reducing expensive extras. |
| Rain & Storm Ultra Performance | v_p_rs_up.cfg | Aggressive LOD and minimal extras; still keeps audio on. |
| Rain Ultra Performance | v_p_r_up.cfg | Minimal rain/puddle profile for weak PCs or heavy multiplayer scenes. |
| Snow Ultra Performance | v_p_s_up.cfg | Ordinary snow remains, 3D flakes/expensive extras are cut back. |
4. Quality tiers
| Tier | What it does | When to use it |
|---|---|---|
| Ultra Quality | LOD off, maximum density, large puddles/snow/surface cover, expensive secondary effects enabled. | Screenshots, powerful PCs, reference visuals. |
| Quality | Close to Ultra, with mild LOD and slightly reduced density/expensive detail. | Recommended high-quality play. |
| Balanced | More visible LOD and lower particle density, while keeping the AVFX identity. | When you want a clear FPS boost without losing the feel. |
| Performance | Reduces particles and some expensive secondary effects while keeping weather readable. | Multiplayer or heavy maps. |
| Ultra Performance | Aggressive LOD and minimal extras; sounds remain enabled. | Weak PCs, maximum speed, compatibility checks. |
5. Settings reference
General AVFX control
| Cvar | Menu row | Purpose | Tuning note |
|---|---|---|---|
| cl_avfx | Enable | Master switch for the whole AVFX layer. | Leave off for classic Q2PRO-X visuals; presets enable it automatically. |
| cl_avfx_preset | Profile | Selects the active weather emitter: rain, snow, ash, dust or mist. | Use cfg presets instead of hand-switching this for full profile setup. |
| cl_avfx_quality | Quality | Legacy/global quality hint used by several AVFX subsystems. | Presets choose the intended value. |
| cl_avfx_render_lod | Distance LOD | Allows 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_wu | LOD distance | World-unit distance for local LOD when LOD is enabled. | Raise for higher quality; lower for more FPS. |
| cl_avfx_weather_level | Weather level | High-level weather intensity selector. | Use light/normal/heavy for quick density changes. |
| cl_avfx_density | Density | Base particle/weather density multiplier. | One of the first knobs to lower for performance. |
| cl_avfx_alpha | Alpha | Base transparency for weather particles. | Too high can make weather noisy; too low hides it. |
| cl_avfx_radius | Radius | Horizontal emitter radius around the player/world region. | Large values improve coverage but cost more. |
| cl_avfx_height | Height | Vertical weather spawn height. | Raise for large outdoor spaces. |
| cl_avfx_speed | Speed | Base falling/drift speed. | Affects rain streak feel and snow drift. |
| cl_avfx_wind_x / cl_avfx_wind_y | Wind X/Y | Horizontal weather drift. | Useful for storm mood; extreme values can look artificial indoors. |
| cl_avfx_size | Size | Base particle size. | Tune together with particle size multiplier. |
| cl_avfx_particle_multiplier | Particle size multiplier | Additional multiplier for visible particle scale. | Moved near Size in the menu because it changes the same perception. |
| cl_avfx_multiplayer / cl_avfx_demo | MP/Demo gates | Allow or restrict AVFX in multiplayer and demo playback. | Useful for competitive clarity or recorded showcases. |
| cl_avfx_competitive_limit | Competitive limit | Limits expensive/visibility-affecting effects for competitive use. | Keep enabled if strict visibility matters more than spectacle. |
| cl_avfx_defaults / cl_avfx_info | Defaults / Info | Reset AVFX cvars or print current diagnostic info. | Use after experiments or before bug reports. |
Rain and water
| Cvar | Menu row | Purpose | Tuning note |
|---|---|---|---|
| cl_avfx_water | Enhanced water | Enables AVFX water surface treatment where applicable. | Requires world effects; does not target lava/slime. |
| cl_avfx_water_quality | Water quality | Quality level for water-side visuals. | Higher values increase surface richness. |
| cl_avfx_water_strength | Water strength | Intensity of water visual modulation. | Use moderately to avoid over-tinted water. |
| cl_avfx_water_color | Water color | Chooses a water color preset. | Original keeps map identity; stylized colors are for mood. |
| cl_avfx_water_ripples / cl_avfx_water_foam | Ripples / foam | Surface ripple and foam layers. | Disable first on very low profiles. |
| cl_avfx_rain_drops / cl_avfx_rain_drop_density | Visible drops | Large visible rain drops/streaks and their density. | Keep high for Ultra rain curtain; lower for FPS. |
| cl_avfx_rain_water_ripples | Rain rings on water | Expanding rings where rain hits water. | Visible from above; blurred when seen from underwater. |
| cl_avfx_rain_ripple_density / cl_avfx_rain_ripple_speed | Ripple density/speed | Controls how many rings appear and how fast they grow/fade. | High values are beautiful but can be draw-heavy. |
| cl_avfx_rain_splashes | Rain splashes | Small 3D splashes from rain impacts. | Use with rings for full wet-surface feel. |
| cl_avfx_rain_splash_density / cl_avfx_rain_splash_scale | Splash density/scale | Amount and size of rain splash particles. | Lower scale if drops read too chunky. |
| cl_avfx_puddle_step_splashes | Puddle step splashes | 3D splashes and rings from running through puddles. | Works indoors too, because it follows puddle contact, not sky exposure. |
| cl_avfx_puddle_step_splash_amount | Step splash amount | Strength of footstep and landing splashes. | Increase for arcade visibility; reduce for subtle realism. |
| cl_avfx_rain_on_eyes | Rain on eyes | Wet-lens screen effect under rain. | Uses postprocess FBO; disable if you need completely clean view. |
| cl_avfx_rain_on_eyes_amount | Wet-lens amount | Strength of blur/muddy lens modulation. | Small changes are noticeable. |
| cl_avfx_rain_puddles | Puddles | Enables rain puddle formation on valid surfaces. | Core rain realism feature. |
| cl_avfx_rain_puddle_density / cl_avfx_rain_puddle_count | Puddle density/count | Controls how often and how many puddles can exist. | Ultra keeps high values; performance presets reduce them. |
| cl_avfx_rain_puddle_alpha | Puddle alpha | Opacity of puddle fill. | Too low can leave only particles/sounds without visible water. |
| cl_avfx_rain_puddle_max_size | Puddle size | Maximum puddle growth size. | Ultra uses maximum; lower tiers shrink it gradually. |
| cl_avfx_rain_puddle_fill_rate | Puddle fill rate | How quickly puddles appear and mature. | High values are cinematic but can feel instant. |
| cl_avfx_rain_puddle_rings | Puddle rings | Additional rings on puddles. | Disabled in Ultra Performance. |
| cl_avfx_rain_puddle_runoff | Puddle runoff | Allows puddles to flow into lower surfaces and form cascades. | One of the most expensive but most realistic rain features. |
| cl_avfx_rain_puddle_runoff_scale | Runoff scale | Visual scale of runoff streams. | Tune if flow looks too thick or too faint. |
| cl_avfx_rain_puddle_runoff_dust | Runoff dirt | Particles/bubbles carried by runoff. | Adds motion cues; lower for performance. |
| cl_avfx_rain_puddle_runoff_grow_speed | Runoff growth | How fast connected flow expands. | Too high can feel like instant fill. |
| cl_avfx_rain_puddle_dust / cl_avfx_rain_puddle_dust_size | Puddle dust | Floating dirt/foam specks and their size. | Useful for reading transparent water. |
| cl_avfx_rain_water_contact | Water contact | Contact effects when rain/flow touches water. | Keeps water surfaces alive. |
| cl_avfx_rain_water_contact_bubbles | Contact bubbles | Bubbles created at water contact points. | Underwater rendering blurs these. |
| cl_avfx_rain_water_contact_bubble_size / density | Bubble size/density | Controls bubble scale and amount. | Lower first if underwater FPS is limited. |
| cl_avfx_rain_puddle_specular | Puddle highlights | Specular highlight layer for puddles. | Disabled in Performance and Ultra Performance presets. |
| cl_avfx_rain_puddle_specular_strength | Highlight strength | Intensity of puddle specular response. | High values look glossy; low values look matte. |
Snowflakes and snow surface
| Cvar | Menu row | Purpose | Tuning note |
|---|---|---|---|
| cl_avfx_snow_flakes_3d | 3D snowflakes | Enables larger 3D snowflake particles. | Ultra Performance disables 3D flakes, but ordinary small snow still falls. |
| cl_avfx_snow_flakes_3d_quality | 3D quality | Preset for 3D snowflake richness. | Manual lets count/size cvars matter directly. |
| cl_avfx_snow_flakes_3d_count | 3D count | Controls amount of 3D flakes. | Use together with particle multiplier. |
| cl_avfx_snow_flakes_3d_size | 3D size | Visual size of 3D snowflakes. | Large sizes are cinematic but can distract. |
| cl_avfx_snow_flakes_3d_crossed | Crossed flakes | Renders flakes as crossed cards for fuller volume. | Costs more fill, improves close-up look. |
| cl_avfx_snow_flakes_3d_tumble | Tumble | Adds rotation/tumbling motion. | Good for soft snow; reduce for calm snowfall. |
| cl_avfx_snow_flakes_3d_near | Near flakes | Controls close-to-camera 3D flakes. | Lower if snow feels too busy near view. |
| cl_avfx_snow_gpu_material | GPU snow surface | Production GPU surface snow path. | Keep it on for the accepted snow quality and performance. |
| cl_avfx_snow_gpu | GPU material visuals | Controls GPU snow material rendering/noise/tint/relief/glitter. | Different from accumulation logic; this is how it looks. |
| cl_avfx_snow_gpu_material_alpha | Surface alpha | Opacity of GPU snow blanket. | Tune if snow hides map texture too strongly. |
| cl_avfx_snow_gpu_coverage | Coverage | Enables snow coverage atlas/accumulation. | Core setting for snow build-up. |
| cl_avfx_snow_gpu_coverage_prefill | Prefill | Starts map with prefilled snow coverage. | Useful for instant winter look. |
| cl_avfx_snow_accum_fill_rate | Fill speed | How fast snow cover accumulates. | Range is tuned to 0.01..3.00 with 0.01 step for precise control. |
| cl_avfx_snow_gpu_edge_feather | Soft edge | Softens snow coverage borders. | Helps avoid hard cut lines. |
| cl_avfx_snow_gpu_edge_feather_wu | Edge feather WU | World-unit width of edge fade. | Increase for softer transitions. |
| cl_avfx_snow_gpu_edge_noise_wu | Edge noise | Irregular edge breakup. | Avoid perfectly straight snow borders. |
| cl_avfx_snow_gpu_pom | Snowdrift parallax | Parallax/relief snow height illusion. | Best visual payoff on close surfaces. |
| cl_avfx_snow_gpu_pom_alpha | POM alpha | Blend strength for parallax layer. | Lower if high drifts obscure geometry. |
| cl_avfx_snow_gpu_pom_depth_wu | POM depth | Apparent snow height in world units. | Large values create deeper drifts. |
| cl_avfx_snow_gpu_pom_steps | POM steps | Raymarch steps for parallax snow. | Higher is smoother but more expensive. |
| cl_avfx_snow_gpu_pom_edge_taper | POM edge taper | Reduces parallax at snow edges. | Prevents floating/thick borders. |
| cl_avfx_snow_gpu_relief_intensity | Relief intensity | Strength of material relief shading. | Subtle values look more natural. |
| cl_avfx_snow_gpu_pom_grow_time | Grow time | How snow height ramps in after accumulation. | Avoids sudden drift pop-in. |
| cl_avfx_snow_gpu_clumpy_edge | Clumpy edge | Adds broken clumps along exposed snow edges. | Use lightly; lava edges have their own melt logic. |
| cl_avfx_snow_gpu_clumpy_freq | Clump size/frequency | Scale/frequency of clumpy detail. | High values can look noisy. |
| cl_avfx_snow_gpu_material_edge_fade_wu | Material edge fade | Material-level snow edge fade distance. | Useful for soft realistic snow mass. |
| cl_avfx_snow_gpu_exposure_taps | Edge quality | Sampling quality for edge/exposure checks. | Higher is more stable but costs more. |
| cl_avfx_snow_gpu_footprints | GPU footprints | Footprints carved into GPU snow. | Uses same visual family as snow weapon marks. |
| cl_avfx_snow_gpu_footprint_size_wu / depth | Footprint size/depth | Controls size and depth of snow footprints. | Scale with snow depth for realism. |
| cl_avfx_snow_footprints | Footprints | Enables player footprint marks. | Disable for clean competitive view. |
| cl_avfx_snow_footprint_strength | Footprint strength | Visual strength of footprint depression/mark. | Higher reads better through thick snow. |
| cl_avfx_snow_footprint_fade_rate | Footprint fade | Fade speed for snow footprints. | Weapon snow marks have an analogous separate fade setting. |
| cl_avfx_snow_accum / density / alpha / max_size / count | Legacy accumulation caps | Legacy/auxiliary accumulation density, opacity, size and count caps. | Normally controlled by presets. |
| cl_avfx_snow_field / volume / volume_* | Snow field/volume | Blanket/volume controls for snow field height and growth. | Tune only after the main GPU snow surface looks right. |
| cl_avfx_snow_water_effects | Snow on water | Floating snow patches/effects on water. | Patch size/lifetime/drift are separate controls. |
| cl_avfx_snow_water_patch_density / size / lifetime / drift_speed | Water snow patches | Density, size, lifetime and drift of snow-on-water patches. | Small sizes are more realistic for flakes. |
| cl_avfx_snow_gpu_quality / noise / relief / glitter | Snow material quality | Material noise, relief and glitter controls. | Glitter/bloom is a beauty feature; lower on performance profiles. |
Storm, sky, other effects and audio
| Cvar | Menu row | Purpose | Tuning note |
|---|---|---|---|
| cl_avfx_storm / cl_avfx_storm_density | Storm | Storm layer and density. | Rain & Storm presets enable this family. |
| cl_avfx_lightning | Lightning | Enables lightning flashes/impacts. | Use with thunder audio for full storm. |
| cl_avfx_lightning_frequency / duration | Frequency/duration | How often lightning appears and how long it lasts. | Too frequent lightning can fatigue the view. |
| cl_avfx_lightning_screen_flash | Screen flash | Screen-space lightning flash. | Lower for competitive comfort. |
| cl_avfx_lightning_impact_scale / dlight | Impact scale/light | Impact visual scale and dynamic light. | Requires dynamic light settings to be visible. |
| cl_avfx_sky | AVFX sky | Enables AVFX sky tint/cloud/fog layer. | Snow and rain presets keep their accepted sky mood. |
| cl_avfx_sky_auto | Auto sky | Automatically applies weather-appropriate sky settings. | Useful with presets; turn off for manual art direction. |
| cl_avfx_sky_override_mode | Sky override mode | Off/tint/overlay/replace sky behavior. | Replace is strongest; tint preserves map identity. |
| cl_avfx_sky_darkness / storm_tint | Darkness/tint | Sky darkening and storm color. | Key for snow/rain mood. |
| cl_avfx_sky_clouds / cloud_intensity / cloud_speed | Clouds | Cloud overlay enable, intensity and motion speed. | Snow presets use darker cloud/fog mood. |
| cl_avfx_sky_fog_alpha | Sky fog | Fog amount in the sky/weather layer. | Too high can flatten distant contrast. |
| cl_avfx_ash_dlights / ash_sprites | Ash ember visuals | Dynamic lights and varied sprites for ash embers. | Used by ash profile and miscellaneous effects. |
| cl_avfx_lava_steam | Lava steam | Steam where rain/snow/water meets lava. | Uses different feel from snowflake impact steam. |
| cl_avfx_lava_steam_density / height / speed / edge_radius | Steam shape | Density, height, rise speed and lava-edge radius. | Tune density before height for believable steam. |
| cl_avfx_audio | AVFX audio | Master AVFX audio switch. | Presets turn sounds on by default. |
| cl_avfx_audio_volume | AVFX volume | Overall AVFX sound volume. | Still respects global sound settings. |
| cl_avfx_audio_wind / rain / rain_drops / snow / water | Weather audio | Individual weather and water sound layers. | Disable only the layer that annoys you, not the master. |
| cl_avfx_audio_lava_steam / lava_surface_steam | Steam audio | Sounds for lava steam and surface evaporation. | Surface steam uses separate water-evaporation feeling. |
| cl_avfx_weapon_snow_steam_audio | Snow weapon steam | Steam audio for hot snow weapon impacts. | Used by blaster/rail/BFG-like effects. |
| cl_avfx_audio_thunder / impact | Thunder/impact audio | Storm thunder and impact sounds. | Important for Rain & Storm presets. |
| cl_avfx_audio_surface_steps / puddle_steps / snow_steps | Step audio | Surface, puddle and snow footstep layers. | Puddle landing splashes use this family too. |
Enhanced effects and weapon reactions
| Cvar | Menu row | Purpose | Tuning note |
|---|---|---|---|
| cl_avfx_world | World effects | Master for AVFX surface/world receivers. | Required by water, puddles and many surface reactions. |
| cl_avfx_world_auto | Auto world coupling | Automatically couples weather state to surface receivers. | Usually keep on with presets. |
| cl_avfx_world_debug | World diagnostics | Adds debug data to AVFX info. | For troubleshooting only. |
| cl_avfx_weapon_impacts | Weapon impacts on water | Master for weapon effects on water/puddles. | Accepted with known q2dm1-like water limitations for some weapons. |
| cl_avfx_weapon_impact_blaster / hyperblaster | Blaster water impacts | Small splash, burn/steam reaction per projectile. | Hyperblaster repeats per bullet. |
| cl_avfx_weapon_impact_machinegun / chaingun | Bullet water impacts | Bullet splashes, rings and spray without burn steam. | Chaingun is denser because it fires more. |
| cl_avfx_weapon_impact_shotgun / supershotgun | Shotgun water impacts | Scattered pellet splashes and rings. | Super shotgun is stronger/richer. |
| cl_avfx_weapon_impact_railgun | Rail water impact | Fountain-like hit, many rings and steam. | Rail is the most reliable first-surface trace on q2dm1-like water. |
| cl_avfx_weapon_impact_handgrenade / grenadelauncher | Grenade water impacts | Large fountain, rings and temporary dark stain. | Grenade launcher varies per landed grenade. |
| cl_avfx_weapon_impact_rocketlauncher | Rocket water impact | Huge splash, spray, rings, dark stain and strong steam. | A showcase effect; relatively expensive. |
| cl_avfx_weapon_impact_bfg | BFG water impact | Evaporates AVFX puddle water for several seconds, huge steam and dark mark. | The regenerated puddle is an intentional visual payoff. |
| cl_avfx_weapon_snow_impacts | Weapon impacts on snow | Master for snow marks, holes, craters, melt and snow dust. | Strength scales with snow depth/parallax where possible. |
| cl_avfx_weapon_snow_impact_fade_rate | Snow weapon fade | Fade speed for weapon marks on snow. | Analogous to footprint fade but intentionally separate. |
| cl_avfx_weapon_snow_impact_blaster / hyperblaster | Blaster snow marks | Melted/burned circular marks and steam. | Projectile scale is smaller than explosive weapons. |
| cl_avfx_weapon_snow_impact_machinegun / chaingun | Bullet snow marks | Dark bullet holes and snow dust. | Chaingun creates denser scatter. |
| cl_avfx_weapon_snow_impact_shotgun / supershotgun | Shotgun snow marks | Pellet scatter with strong snow dust. | Super shotgun is roughly stronger/richer. |
| cl_avfx_weapon_snow_impact_railgun | Rail snow mark | Round melted mark and steam without explosion shape. | Smaller than rockets/grenades. |
| cl_avfx_weapon_snow_impact_handgrenade / grenadelauncher | Grenade snow craters | Large snow crater, snow fountain and steam. | Used for both hand grenade and launched grenade. |
| cl_avfx_weapon_snow_impact_rocketlauncher | Rocket snow crater | Huge crater-like mark with snow/debris fountain and steam. | Should read darker in center and softer at edges. |
| cl_avfx_weapon_snow_impact_bfg | BFG snow melt | Large-area melt/evaporation with a deep center mark. | The biggest snow weapon reaction. |
6. Profile-specific tuning
Rain and storm
Snow
Competitive play
7. Troubleshooting
8. Modes: multiplayer, demos and the competitive limit
AVFX Modes
| Type | Section | Row | Variable or target | What it does |
|---|---|---|---|---|
| Toggle | Multiplayer | cl_avfx_multiplayer | Allow AVFX during real multiplayer matches; off disables it there. Applies immediately. | |
| Toggle | Demo playback | cl_avfx_demo | Allow AVFX during demo (.dm2/.mvd2) playback. Applies immediately. | |
| Toggle | Competitive limit | cl_avfx_competitive_limit | In 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
| Topic | Document |
|---|---|
| Ready-made scenes, custom slots, music presets | AVFX Presets |
| One press, a whole new scene | AVFX Preset Generator |
| Sky and space, volumetric media, materials, map-authored scenes | AVFX Advanced Features |
| Choosing the graphics backend and the display mode | Video and Visuals |
| AVFX sound volumes | Sound |