r_shadow_realtime_world_compileportalculling 1 enables portal-based culling optimization during compilation\r
r_shadow_realtime_world_compileshadow 1 enables compilation of shadows from world lights for higher performance rendering\r
r_shadow_realtime_world_compilesvbsp 1 enables svbsp optimization during compilation\r
-r_shadow_realtime_world_dlightshadows 1 enables shadows from dynamic lights when using full world lighting\r
r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance\r
r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights\r
r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)\r
-r_shadow_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)\r
-r_shadow_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)\r
+r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!)\r
+r_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)\r
r_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting)\r
r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this)\r
r_shadows_throwdistance 500 how far to cast shadows from models\r
sizedown decrease view size (decreases viewsize cvar)\r
sizeup increase view size (increases viewsize cvar)\r
skins downloads missing qw skins from server\r
-snd_reload reload all sound files\r
+snd_unloadallsounds unload all sound files\r
snd_restart restart sound system\r
soundinfo print sound system information (such as channels and speed)\r
soundlist list loaded sounds\r