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COMMANDDESCRIPTIONVALUESRECOMMENDEDFCVAR FLAGGEDCATEGORYCOMMENTS
r_createmodeldecalsInstructs the engine to completely skip the generation math required to create bullet holes on moving enemy armor eliminating sudden micro-stutters during precise 1v1 duels 1 Enabled default 0 Disabled 0RELEASEDecalsMostly visual profit & some load gain
r_decalstaticpropsControls whether temporary decals can be rendered onto static structural objects populated across the map like supply crates fences vehicles and indoor furniture. Disabling this provides smooth uninterrupted object silhouettes making it way easier to track enemies weaving around cover. 1 Enabled default 0 Disabled 0RELEASEDecalsMostly visual profit & some load gain
r_deferred_decalsGoverns deferred visual textures and overlays projected onto the static map geometry such as large wall murals floor bloodstains and grenade scorch marks. Turning this off heavily reduces visual clutter on the environment allowing you to instantly spot enemies hiding in dark or detailed corners. 1 Enabled default 0 Disabled 0RELEASEDecalsMostly visual profit & some load gain
r_drawmodeldecalsDetermines whether temporary visual overlays—such as bullet impacts burn marks or blood spatters—are allowed to be drawn onto 3D character models. Disabling this keeps enemy player models visually clean meaning their natural contours stand out perfectly without being obscured by dark bullet holes. 1 Enabled default 0 Disabled 0RELEASEDecalsMostly visual profit & some load gain
sprint_view_shake_styleSelects the operational camera animation profile used to simulate head bobbing and screen shaking while your character is sprinting. Setting this to 1 heavily suppresses the aggressive camera bouncing creating an incredibly smooth visual environment that makes it way easier to look around. 1 Enabled default 0 Disabled 0RELEASE ARCHIVEField of View(FOV)These settings can be set in-game GUI.
fov_disableAbilityScalingDeactivates the automatic dynamic FOV zooming effect triggered when your character uses speed-boosting skills like Octanes Stim or Bloodhounds Beast of the Hunt. Keeping this at 1 locks your field of view into a perfectly static state preventing your muscle memory and aim tracking from feeling altered. 1 Enabled default 0 Disabled 0RELEASE ARCHIVEField of View(FOV)These settings can be set in-game GUI.
mat_depthfeather_enableErases the feathering transition filter applied to depth blurring around the casing of your weapon scope ensuring the environment near your sight lines remains sharp. 1 Enabled default 0 Disabled 0RELEASE ARCHIVEField of View(FOV)These settings can be set in-game GUI.
lobby_max_fpsDetermines the maximum of frame rates when in lobby0-9990RELEASEFPS and EngineUsually 60/80 is enough for the lobby
fps_maxDetermines the maximum of frame rates rendered0-9990RELEASEFPS and EngineThis settings leans on your pc setup and monitor. Find some more info with those details for best settings
particle_cpu_levelDrops particle simulation details to the absolute minimum, heavily relieving your CPU when multiple abilities (like Gibraltars Ult or Bangs smoke) trigger at once(1) Enabled (default), (0) Disabled 0ARCHIVEFX OptimizationsThe CPU if highly impacted by the particle simulation. This is a MUST setting.
voice_forcemicrecordCommands the game engine to continuously assert direct exclusive recording rights over your designated Windows communication microphone device. Turning this off tells Apex to respect standard Windows audio sharing rules fixing common bugs where the game would freeze Discord audio. 1 Enabled default 0 Disabled 0ARCHIVE CLIENTDLLMicrophonePrevents microphone issues due to Apex demanding priority of the use creating issues with other programs such as Discord
m_customaccel_exponentDetermines the exponential curve of your custom acceleration 0 or 1 both force a neutral state 1.05 default1RELEASEMouse and InputCombines with m_customaccel_*
m_accelerationControls engine-level mouse acceleration in the Source engine. 0 off 1 on0RELEASEMouse and Input 0 Off Absolutley Recommended for Competitive 1 default AVOID : combines with m_customaccel_*
m_rawinputWhen active it forces the game engine to communicate directly with your mouses USB driver reading the raw XY data straight from the mouse hardware sensor. 1 on 0 off 1ARCHIVE CLIENTDLLMouse and Input 1 On Absolutley Recommended for Competitive 0 off AVOID
m_filterMouse filtering 0 off 1 on0RELEASEMouse and Input 0 Off Highly Recommended for Competitive 1 on AVOID
m_customaccelManages an advanced custom mathematical calculation for acceleration based on variable scaling exponents and caps. 0 off 1 Mouse Look 2 Mouse Look Inverted X 3 Mouse Look Scaling0RELEASEMouse and Input 0 Off Absolutley Recommended for Competitive : combines with m_customaccel_*
m_customaccel_scaleDictates the multiplier or scale factor applied to the custom mouse acceleration curve 0 Scaling factor off 0.04 default0RELEASEMouse and Input 0 Scaling factor off: combines with m_customaccel_*
m_customaccel_maxSets the maximum speed limit cap for your custom acceleration 0 Disabled 5 10 higher integers0RELEASEMouse and Input 0 Disabled: combines with m_customaccel_*
projectile_predictionErrorCorrectTimeSets the time window in seconds allowed for the client engine to smoothly snap the visual path of a projectile back to its true server position if a tracking error occurs. Tightening this from 0.3 down to 0.1 forces the game to resolve network alignment errors fast heavily reducing ghost bullets 0.3 Default 0.1 Lower0.1CLIENTDLLNetworkClient-side prediction potential performance advantage but also risk of mismatch visual responses during firefights
net_netGraph2Spawns a compact real-time diagnostic performance data overlay in the top-right corner of your monitor. Activating this grants you continuous visibility over your exact Frame Rate Latency Ping and packet drop rates Loss Choke giving you instant answers if a match starts lagging. 1 Enabled default 0 Disabled 1RELEASE ARCHIVENetworkUseful tool built-in this is a setting can be set in-game GUI.
pin_opt_inManages your user opt-in status regarding EAs proprietary Player Information Network automated tracking system. Revoking your consent via a setting of 0 effectively blocks recurrent background analytical profiling tasks preserving precious CPU power and network 1 Enabled default 0 Disabled 0RELEASENetworkPrevents unnecessary background tasks of lowering performance.
telemetry_client_enableControls whether the game client records and actively transmits underlying system performance data and software diagnostics to EAs data banks mid-match. Disabling this stops your computer from dedicating processing power and network threads to data collection tasks while you play. 1 Enabled default 0 Disabled 1RELEASENetworkAbsolute must have turns off data collection during the game. Lowers network traffic and the chances of potential micro stutters as a result from the telemetry. Effect is small on performance overall.
telemetry_client_sendIntervalSets the timer interval frequency in seconds at which the diagnostic telemetry data packets are actively bundled and shipped out. Zeroing this out puts the background transmission timer on a permanent standby mode stopping recurrent background network traffic spikes. 10 Enabled default 0 Disabled 1RELEASENetworkAbsolute must have turns off data collection during the game. Lowers network traffic and the chances of potential micro stutters as a result from the telemetry. Effect is small on performance overall.
projectile_predictionEnables client-side interpolation and physics path prediction for all travel-time based projectile weapons like Sniper Rifles Marksman guns and Grenades. Never turn this off; keeping it at 1 ensures your shots immediately exit your weapon smoothly on your screen without waiting for server verification. 1 Enabled default 0 Disabled 1 ARCHIVE CLIENTDLLNetworkClient-side prediction potential performance advantage but also risk of mismatch visual responses during firefights
cl_matchmaking_timeoutEstablishes the connection retry time buffer in seconds the client game engine is allowed to spend trying to re-transmit network packets to matchmaking servers during loading screens. Boosting this to 100 provides a massive buffer against unexpected server hiccups preventing sudden main menu drops. 1 Default100msINTERNAL_ENGINENetworkThis is entirely up to you what ping are you willing to accept
pin_plat_idCommands the engine whether to link your specific hardware platform identifiers to background PIN analytics data bundles. Forcing this to 0 ensures complete privacy from these data collation systems eliminating unneeded background background processes during gameplay. 1 Enabled default 0 Disabled 0RELEASENetworkThis is not a performance related command this is about the privacy of your data. Disabling does remove recurring background tasks but the performance-boost is very small.
cl_ragdoll_maxcountSets the maximum ceiling for how many dead player bodies ragdolls are permitted to remain laying around on the map simultaneously. Setting this to 0 commands eliminated players to vanish instantly providing maximum visual clarity and erasing the CPU GPU weight of tracking physical corpses. 16 Maximum 0 Disabled 0RELEASERagdollsRemoves visual clutter and less load on CPU GPU
g_ragdoll_fadespeedDictates the exact animation speed at which a dead body transitions to being transparent before fully despawning. Forcing this value to 10 000 replaces a slow resource-heavy fading process with an instantaneous hyper-fast disappear animation the exact microsecond a squad is wiped. 600 Default 10.000 Maximum 10000CLIENTDLLRagdollsThis serves as support for Low Violence settings required in some countries.
g_ragdoll_lvfadespeedControls the body despawn velocity specifically tailored for the games hidden Low Violence architecture used in specific regional game versions. Keeping this synchronized at 10 000 serves as a total back-up insurance policy ensuring every single ragdoll disappears instantly regardless of regional backend tags. 100 Default10000CLIENTDLLRagdollsThis serves as support for Low Violence settings required in some countries.
shadow_always_updateCommands the rendering engine to recalculate and refresh shadow positions for every single rendered frame. Disabling this tells the engine to stop aggressively updating distant or environmental shadows preventing major frame drops and micro-stutters when you turn your camera rapidly. 1 Enabled default 0 Disabled 0RELEASEShadowsLow end computers will benefit a lot of this highly recommended
sssss_enableControls Screen Space Subsurface Scattering an advanced graphical technique simulating how light subtly penetrates semi-translucent materials like human skin. Disabling this removes a highly demanding GPU task giving you an FPS boost whenever enemy character models are close to your screen. 1 Enabled default 0 Disabled 0RELEASEShadowsLow end computers will benefit a lot of this highly recommended
sound_volume_sfxsound_volume_dialogue 0.0-1.0 Represents 0 to 100% 1ARCHIVESoundIn-game settings provide this setting which loads after autoexec so should be archived
sound_volume_dialogueThis console variable directly controls the Dialogue volume slider found in your in-game audio settings. 0.0-1.0 Represents 0 to 100% 0.3ARCHIVESoundIn-game settings provide this setting which loads after autoexec so should be archived
snd_mixaheadDetermines how far ahead the game engine pre-mixes and prepares sound events before they actually travel into your headset 0.1 100ms buffer 0.05 50ms buffer 0.025 25ms buffer0.05ARCHIVESoundDo not use 0.025 25ms buffer it is known to cause frequent audio starvation
miles_channelsThis console variable controls the Miles Sound System—the core audio engine used by Apex Legends 0 automatic Default 2 stereo 6 5.1 Surround Sound 8 5.1 Surround Sound2RELEASESoundIMPORTANT: Using this command in autoexec is unreliable recommended to add to launch options
sound_without_focusThis console variable controls the volume slider for the main menu and lobby music tracks.. 0 Mute on alt-tab 1 Play audio in the background 1ARCHIVESoundAlso In-game settings provide this setting
sound_volume_music_gameThis console variable controls the volume slider for in-game gameplay music. 0.000000-1.000000 Represents 0 to 100% 0.000000ARCHIVESoundIn-game settings provide this setting which loads after autoexec so should be archived
sound_volume_music_lobbyThis console variable controls the volume slider for the main menu and lobby music tracks.. 0.000000-1.000000 Represents 0 to 100% 0.000000ARCHIVESoundAlso In-game settings provide this setting
sound_num_speakersThis command explicitly defines the number of audio channels processed by the games audio engine 2 stereo default 6 5.1 Surround Sound 8 5.1 Surround Sound2ARCHIVESoundThis setting is no longer useable in autoexec. It has been moved to ingame settings.cfg & even possible through launch options
snd_headphone_pan_exponentThis console variable controls the crossfade volume curve between your left and right ear cups when wearing headphones. 1.0 Linear Scaling Default 2.0 Exponential Curve Scaling 0.5 Sews audio loud and far2.0ARCHIVESoundStay far away from 0.5 setting
mat_queue_modeSets how the game engine handles multithreaded rendering across your CPU cores(-1) default/automatic, (0) Synchronous Single-Threaded, (1) Asychronous Single-Threaded, Forced Multi-threaded2RELEASEStabilityTHe default setting is automatic. That has a hgh risk of choosing the wrong option. Difference is huge
noise_filter_scaleThis graphics command controls the intensity of the screen post-processing film grain filter 0 Completely Disables Film Grain 0.006 default 0ARCHIVEVisibility and ExposureThe source engine flags this parameter to register natively. Changes made are automatically saved directly into your profile configuration files
mat_specularControl reflections shine for matte textures and better contrast 1 Enabled Default 0 Disabled0RELEASEVRAM and TexturesCommand restored in season 30 can be used again
mat_bumpmapDisables walls floors smooth for maximum enemy visibility 1 Enabled Default 0 Disabled0RELEASEVRAM and TexturesCommand restored in season 30 can be used again
stream_drop_unusedAutomatically forces the texture streaming system to instantly flush out unneeded or distant texture data from your Video RAM VRAM. Activating this prevents your graphics cards memory from filling up completely which is one of the primary culprits behind sudden asset-loading stutters. 1 Enabled default 0 Disabled 0RELEASEVRAM and TexturesThis setting is the most profitable for low-end machines with limited VRAM resources
r_forcecheapwaterForces the rendering pipeline to instantly swap out complex dynamic water shaders for highly simplified static water textures. This yields a massive performance upgrade in swampy or river-dense areas of maps like Storm Point or Kings Canyon ensuring your frames dont drop near water bodies. 1 Enabled default 0 Disabled 1RELEASEWaterSignificant improvement CPU GPU since water is not a serious component of the gameplay this setting is a must.
r_waterforcereflectentitiesDictates if moving game entities like characters flying bullets throwables and active abilities must be reflected in real-time on water surfaces. Disabling this stops your GPU from rendering a hidden duplicated view of the fight underneath the water surface saving crucial processing power. 1 Enabled default 0 Disabled 0RELEASE CLIENTDLLWaterSignificant improvement CPU GPU since water is not a serious component of the gameplay this setting is a must.
hud_setting_minimapRotateDetermines if the mini-map in the top-left corner stays static with North always at the top or dynamically rotates based on your characters active viewing direction. Setting this to 1 Rotate provides instant spatial awareness and much faster callouts during hectic team fights. 1 Enabled 0 Disabled default 1RELEASE ARCHIVE CLIENTDLLWeapons and HUDThese settings can be set in-game GUI.
cl_ejectbrassSpawns individual physical empty bullet casings that actively fly out of your weapons ejection port whenever you fire. Disabling this eliminates the CPU cost of tracking dozens of spinning objects during a full weapon spray and completely unclutters your immediate first-person screen space. 1 Enabled default 0 Disabled 0RELEASE CLIENTDLLWeapons and HUDPerformance boost & removes visual clutter
hud_setting_showButtonHintsToggles the small on-screen button layout prompts displayed right next to your tactical ability ultimate ability and grenade icons. Turning this off removes unnecessary text and icons from the bottom center of your screen granting you a cleaner less distracting user interface 1 Enabled default 0 Disabled 1RELEASE ARCHIVEWeapons and HUDThese settings can be set in-game GUI.
hud_setting_damageIndicatorStyleManages the visual orientation style of the red directional arcs that flash on your screen whenever your character takes damage. Setting this to 3 enables a hybrid display showing both a classic 2D arc and a 3D tracker that moves with your camera delivering perfect positional info. 1 Enabled default 0 Disabled 1RELEASE ARCHIVE CLIENTDLLWeapons and HUDThese settings can be set in-game GUI.
hud_setting_damageTextStyleSelects the operational style for floating damage numbers when you hit an enemy. Setting this to 1 Stacking tells the game to automatically add up all your consecutive hits into one single growing number allowing you to instantly communicate to your team exactly how much armor or health an enemy has left. 1 Enabled default 0 Disabled 1RELEASE ARCHIVE CLIENTDLLWeapons and HUDThese settings can be set in-game GUI.
hud_setting_showHopUpPopUpControls whether a descriptive instructional pop-up banner flashes in the center of your screen explaining what a weapon attachment Hop-up does right when you loot it. Disabling this removes annoying visual clutter when you are quickly looting in the middle of a hot drop or chaotic scenario. 1 Enabled default 0 Disabled 0RELEASE ARCHIVE CLIENTDLLWeapons and HUDThese settings can be set in-game GUI.
hud_setting_pingDoubleTapEnemyEnables a quality-of-life shortcut where tapping your dedicated ping hotkey twice automatically drops an aggressive red Enemy Here marker. Keeping this active bypasses the need to open up the communication wheel saving precious milliseconds during fast engagement callouts. 1 Enabled 0 Disabled default 1RELEASE ARCHIVE CLIENTDLLWeapons and HUDThese settings can be set in-game GUI.
hud_setting_adsDofControls the cinematic Aim Down Sights Depth of Field blur effect which artificially blurs out the outer edges of your screen whenever you scope in. Disabling this forces your entire screen to remain perfectly crisp and sharp while aiming allowing you to instantly catch moving enemies in your peripheral vision. 1 Enabled 0 Disabled default 0RELEASE ARCHIVE CLIENTDLLWeapons and HUDThese settings can be set in-game GUI.
hud_setting_enableModWheelControls the use of the Mod Wheel Emote Holospray when hotkey is pressed 1 Activates 0 Disabled0RELEASE ARCHIVE CLIENTDLLWeapons and HUDThese settings can be set in-game GUI.
hud_setting_pingAlphaSets the transparency level of teammate pings and map markers whenever you aim your crosshair directly toward or near them. Dropping this to 0.4 makes active pings beautifully semi-transparent when you enter a gunfight ensuring a large ping icon never blocks your direct line of sight to a target. 0.0-1.0 Default is 1.00.4RELEASE ARCHIVE CLIENTDLLWeapons and HUDThese settings can be set in-game GUI.
weapon_setting_autocycle_on_emptyForces the game to automatically trigger a weapon swap animation the instant your current gun completely runs out of ammo while you are holding down the trigger. Disabling this ensures you retain complete control over your reloading decisions or specific ability deployments without unexpected swaps. 1 Enabled default 0 Disabled 0RELEASE ARCHIVEWeapons and HUDThese settings can be set in-game GUI.
damage_indicator_style_pilotThe low-level engine architectural twin to the primary damage indicator setting. Ensuring this is forced to 1 keeps your spatial awareness systems locked down guaranteeing that full directional feedback displays perfectly without relying on game cloud updates. 1 Classic 2d 2 Classic 3d 3 Hybrid Display3RELEASE ARCHIVEWeapons and HUDThese settings can be set in-game GUI.
player_setting_enable_heartbeat_soundsToggles the audibly loud pulsing heartbeat sound effects played whenever you use Seers passive tracking sensor. Turning this off removes distracting audio clutter during high-intensity moments allowing you to hear critical enemy footsteps clearly while relying purely on the visual sensor on your HUD. 1 Enabled 0 Disabled default 0RELEASE ARCHIVEWeapons and HUDThese settings can be set in-game GUI.
player_setting_damage_closes_deathbox_menuControls whether the active inventory menu screen of a Death Box or a Crafting station instantly slaps shut the microsecond you take even a single point of damage. Turning this off is a mandatory competitive setting as it allows you to complete life-saving shield swaps while under fire. 1 Enabled default 0 Disabled 0RELEASE ARCHIVEWeapons and HUDThese settings can be set in-game GUI.
player_setting_autosprintAutomatically commands your character to sprint the absolute millisecond you press your forward movement key. Activating this eliminates the mechanical delay of pressing an extra sprint key keeps your movement speed maximized and saves your pinky finger from fatigue. 1 Enabled default 0 Disabled 1RELEASE ARCHIVEWeapons and HUDThese settings can be set in-game GUI.