+r_smoothnormals_areaweighting 1 uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents\r
+r_speeds 0 displays rendering statistics and per-subsystem timings\r
+r_stereo_redblue 0 red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)\r
+r_stereo_redcyan 0 red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D\r
+r_stereo_redgreen 0 red/green anaglyph stereo glasses (for those who don't mind yellow)\r
+r_stereo_separation 4 separation of eyes in the world (try negative values too)\r
+r_stereo_sidebyside 0 side by side views (for those who can't afford glasses but can afford eye strain)\r
+r_subdivide_size 128 how large water polygons should be (smaller values produce more polygons which give better warping effects)\r
+r_subdivisions_collision_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)\r
+r_subdivisions_collision_maxvertices 4225 maximum vertices allowed per subdivided curve\r
+r_subdivisions_collision_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)\r
+r_subdivisions_collision_tolerance 15 maximum error tolerance on curve subdivision for collision purposes (usually a larger error tolerance than for rendering)\r
+r_subdivisions_maxtess 1024 maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)\r
+r_subdivisions_maxvertices 65536 maximum vertices allowed per subdivided curve\r
+r_subdivisions_mintess 1 minimum number of subdivisions (values above 1 will smooth curves that don't need it)\r
+r_subdivisions_tolerance 4 maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)\r
+r_test 0 internal development use only, leave it alone (usually does nothing anyway)\r
+r_textshadow 0 draws a shadow on all text to improve readability\r
+r_textureunits 32 number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)\r
+r_useportalculling 1 use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps\r
+r_wateralpha 1 opacity of water polygons\r
+r_waterscroll 1 makes water scroll around, value controls how much\r
+r_waterwarp 1 warp view while underwater\r
+rcon_address server address to send rcon commands to (when not connected to a server)\r
+rcon_password password to authenticate rcon commands\r
+registered 0 indicates if this is running registered quake (whether gfx/pop.lmp was found)\r
+samelevel 0 repeats same level if level ends (due to timelimit or someone hitting an exit)\r
+saved1 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods\r
+saved2 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods\r
+saved3 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods\r
+saved4 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods\r
+savedgamecfg 0 unused cvar in quake that is saved to config.cfg on exit, can be used by mods\r
+sbar_alpha_bg 0.4 opacity value of the statusbar background image\r
+sbar_alpha_fg 1 opacity value of the statusbar weapon/item icons and numbers\r
+scr_centertime 2 how long centerprint messages show\r
+scr_conalpha 1 opacity of console background\r
+scr_conbrightness 1 brightness of console background (0 = black, 1 = image)\r
+scr_conforcewhiledisconnected 1 forces fullscreen console while disconnected\r
+scr_menuforcewhiledisconnected 0 forces menu while disconnected\r
+scr_printspeed 8 speed of intermission printing (episode end texts)\r
+scr_refresh 1 allows you to completely shut off rendering for benchmarking purposes\r
+scr_screenshot_gammaboost 1 gamma correction on saved screenshots and videos, 1.0 saves unmodified images\r
+scr_screenshot_jpeg 1 save jpeg instead of targa\r
+scr_screenshot_jpeg_quality 0.9 image quality of saved jpeg\r
+scr_screenshot_name dp prefix name for saved screenshots (changes based on -game commandline, as well as which game mode is running)\r
+scr_stipple 0 interlacing-like stippling of the display\r
+scr_zoomwindow 0 displays a zoomed in overlay window\r
+scr_zoomwindow_fov 20 fov of zoom window\r
+scr_zoomwindow_viewsizex 20 horizontal viewsize of zoom window\r
+scr_zoomwindow_viewsizey 20 vertical viewsize of zoom window\r
+scratch1 0 unused cvar in quake, can be used by mods\r
+scratch2 0 unused cvar in quake, can be used by mods\r
+scratch3 0 unused cvar in quake, can be used by mods\r
+scratch4 0 unused cvar in quake, can be used by mods\r
+sensitivity 3 mouse speed multiplier\r
+showbrand 0 shows gfx/brand.tga in a corner of the screen (different values select different positions, including centered)\r
+showdate 0 shows current date (useful on screenshots)\r
+showdate_format %Y-%m-%d format string for date\r