General Server Convars

These Console commands can be used by server administrators to modify many aspects of gameplay on listen servers and dedicated servers.
sv_accelerate None
Default Value: 10 sv_airaccelerate None
Default Value: 10 sv_allow_color_correction Allow or disallow clients to use color correction on this server
Default Value: 1 sv_allow _wait_command Allow or disallow the wait command on clients connected to this server
Default Value: 1 sv_allowdownload Allow clients to download files
Default Value: 1 sv_allowupload Allow clients to upload customizations files
Default Value: 1 sv_alltalk Players can hear all other players, no team restrictions
Default Value: 0 sv_alternateticks If set, server only simulates entities on alternate ticks.
Default Value: 0 sv_autosave Set to 1 to save game on level transition. Does not affect autosave triggers.
Default Value: 1 sv_backspeed How much to slow down backwards motion
Default Value: 0 sv_bounce Bounce multiplier for when physically simulated objects collide with other objects.
Default Value: 0 sv_cacheencodedents If set to 1, does an optimization to prevent extra SendTable_Encode calls.
Default Value: 1 sv_cheats Allow cheats on server if set to 1
Default Value: 0 sv_client_cmdrate_difference cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate
Default Value: 20 sv_client_interpolate This can be used to force the value of cl_interpolate for connected clients (only while they are connected). -1 = let client set this value
Default Value: -1 sv_client_max_interp_ratio This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_
Default Value: 2 sv_client_min_interp_ratio This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). -1 = let client set this value
Default Value: 1 sv_client_predict This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set this value
Default Value: -1 sv_consistency Whether the server enforces file consistency for critical files
Default Value: 0 sv_contact Contact email for server sysop
Default Value: 0 sv_debug_player_use Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
Default Value: 0 sv_debugmanualmode Make sure entities correctly report whether or not their network data has changed.
Default Value: 0 sv_deltaprint Print accumulated CalcDelta profiling data (only if sv_deltatime is on)
Default Value: 0 sv_deltatime Enable profiling of CalcDelta calls
Default Value: 0 sv_enableoldqueries Enable support for old style (HL1) server queries
Default Value: 0 sv_filterban Set packet filtering by IP mode
Default Value: 1 sv_findsoundname Find sound names which reference the specified wave files.
Default Value: sv_footsteps Play footstep sound for players
Default Value: 1 sv_forcepreload Force server side preloading
Default Value: 0 sv_friction World friction.
Default Value: 4 sv_gravity World gravity
Default Value: 800 sv_instancebaselines Enable instanced baselines. Saves network overhead
Default Value: 1 sv_lagflushbonecache Flushes entity bone cache on lag compensation
Default Value: 1 sv_lan Server is a lan server (no heartbeat, no authentication, no non-class C addresses)
Default Value: 0 sv_log_onefile Log server information to only one file
Default Value: 0 sv_logbans Log server bans in the server logs
Default Value: 0 sv_logblocks If true when log when a query is blocked (can cause very large log files)
Default Value: 0 sv_logdownloadlist None
Default Value: 1 sv_logecho Echo log information to the console.
Default Value: 1 sv_logfile Log server information in the log file.
Default Value: 1 sv_logflush Flush the log file to disk on each write (slow).
Default Value: 0 sv_logsdir Folder in the game directory where server logs will be stored.
Default Value: logs sv_massreport None
Default Value: 0 sv_master_legacy_mode Use old (outside-of-Steam) code to communicate with master servers
Default Value: 0 sv_master_share_game_socket Use the game's socket to communicate to the master server. If this is 0, then it will create a socket on -steamport + 1 to comm
Default Value: 0 sv_max_queries_sec Maximum queries per second to respond to from a single IP address.
Default Value: 3 sv_max_queries_sec_global Maximum queries per second to respond to from anywhere.
Default Value: 60 sv_max_queries_window Window over which to average queries per second averages.
Default Value: 30 sv_max_usercmd_future_ticks Prevents clients from running usercmds too far in the future. Prevents speed hacks.
Default Value: 8 sv_maxcmdrate (If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
Default Value: 101 sv_maxrate Max bandwidth rate allowed on server, 0 == unlimited
Default Value: 0 sv_maxreplay Maximum replay time in seconds
Default Value: 0 sv_maxspeed None
Default Value: 320 sv_maxunlag_ Maximum lag compensation in seconds
Default Value: 1 sv_maxupdaterate Maximum updates per second that the server will allow
Default Value: 60 sv_maxvelocity Maximum speed any ballistically moving object is allowed to attain per axis.
Default Value: 3500 sv_mincmdrate This sets the minimum value for cl_cmdrate. 0 == unlimited.
Default Value: 0 sv_minrate Min bandwidth rate allowed on server, 0 == unlimited
Default Value: 0 sv_minupdaterate Minimum updates per second that the server will allow
Default Value: 10 sv_netvisdist Test networking visibility distance. Only available if cheats are enabled.
Default Value: 10000 sv_noclipaccelerate None
Default Value: 5 sv_noclipduringpause If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
Default Value: 0 sv_noclipspeed None
Default Value: 5 sv_npc_talker_maxdist NPCs over this distance from the player won't attempt to speak
Default Value: 1024 sv_password Server password for entry into multiplayer games
Default Value: 0 sv_pausable Is the server pausable.
Default Value: 0 sv_precacheinfo Show precache info.
Default Value: 0 sv_pure If set to 1, the server will force all client files except the whitelisted ones(in pure_server_whitelist.txt) to match the server. If set to 2, than pure_server_whitelist.txt is ignored and all content files come from Steam.
Default Value: 0 sv_pure_kick_clients If set to 1, the server will kick clients with mismatching files. Otherwise, it will issue a warning to the client.
Default Value: 0 sv_pure_trace If set to 1, the server will print a message whenever a client is verifying a CRC for a file.
Default Value: 0 sv_pushaway_clientside Clientside physics push away (0=off, 1=only localplayer, 1=all players)Add sound to precache list.
Default Value: 0 sv_pushaway_clientside_size Minimum size of pushback objects
Default Value: 15 sv_pushaway_force How hard physics objects are pushed away from the players on the server.
Default Value: 30000 sv_pushaway_hostage_force How hard the hostage is pushed away from physics objects (falls off with inverse square of distance)
Default Value: 20000 sv_pushaway_max_force Maximum amount of force applied to physics objects by players
Default Value: 1000 sv_pushaway_max_hostage_force Maximum of how hard the hostage is pushed away from physics objects
Default Value: 1000 sv_pushaway_max_player_force Maximum of how hard the player is pushed away from physics objects
Default Value: 1000 sv_pushaway_min_player_speed If a player is moving slower than this, don't push away physics objects (enables ducking behind things)
Default Value: 75 sv_pushaway_player_force How hard the player is pushed away from physics objects (falls off with inverse square of distance)
Default Value: 200000 sv_pvsskipanimation Skips SetupBones when npc's are outside the PVS
Default Value: 1 sv_rcon_banpenalty Number of minutes to ban users who fail rcon authentication
Default Value: 0 sv_rcon_log Enable/disable rcon logging
Default Value: 1 sv_rcon_maxfailures Max number of times a user can fail rcon authentication before being banned
Default Value: 10 sv_rcon_minfailures Number of times a user can fail rcon authentication in sv_rcon_minfailuretime before being banned
Default Value: 5 sv_rcon_minfailuretime Number of seconds to track failed rcon authentications
Default Value: 30 sv_region The region of the world to report this server in.
Default Value: -1 sv_rollangle Max view roll angle
Default Value: 0 sv_rollspeed None
Default Value: 200 sv_runcmds None
Default Value: 1 sv_sendtables Force full sendtable sending path
Default Value: 0 sv_showanimstate Show the (server) animation state for the specified entity (-1 for none).
Default Value: 1 sv_showanimstate_log 1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
Default Value: 1 sv_showhitboxes Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only). Only available if Cheats are enabled.
Default Value: 1 sv_showimpacts Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
Default Value: 0 sv_showladders Show bbox and dismount points for all ladders (must be set before level load.)
Default Value: 0 sv_showlagcompensation Show lag compensated hitboxes whenever a player is lag compensated
Default Value: 0 sv_showplayerhitboxes Show lag compensated hitboxes for the specified player index whenever a player fires
Default Value: 0 sv_skyname Current name of the skybox texture
Default Value: 0 sv_soundemitter_filecheck Report missing wave files for sounds and game_sounds files.
Default Value: sv_soundemitter_flush Flushes the sounds.txt system (server only)
Default Value: sv_soundemitter_trace Show all EmitSound calls including their symbolic name and the actual wave file they resolved to
Default Value: 0 sv_soundscape_printdebuginfo print soundscapes
Default Value: sv_specaccelerate None
Default Value: 5 sv_specnoclip None
Default Value: 1 sv_specspeed None
Default Value: 3 sv_stats Collect CPU usage stats
Default Value: 1 sv_stepsize None
Default Value: 18 sv_stopspeed Minimum stopping speed when on ground
Default Value: 100 sv_stressbots If set to 1, the server calculates data and fills packets to bots. Used for perf testing.
Default Value: 0 sv_strict_notarget If set, notarget will cause entities to never think they are in the pvs
Default Value: 0 sv_suppress_viewpunch None
Default Value: 0 sv_teststepsimulation None
Default Value: 0 sv_thinktimecheck Check for thinktimes all on same timestamp
Default Value: 0 sv_timeout After this many seconds without a message from a client, the client is dropped
Default Value: 65 sv_unlag Enables player lag compensation
Default Value: 1 sv_unlag_debug None
Default Value: 0 sv_unlag_fixstuck Disallow backtracking a player for lag compensation if it will cause them to become stuck
Default Value: 0 sv_unlockedchapters None
Default Value: 0 sv_voicecodec Specifies which voice codec DLL to use in a game. Set to the name of the DLL without the extension
Default Value: 0 sv_voiceenable None
Default Value: 1 sv_wateraccelerate None
Default Value: 10 sv_waterdist Vertical view fixup when eyes are near water plane
Default Value: 12 sv_waterfriction None
Default Value: 1 Team Fortress 2 Multiplayer Convars

mp_autoteambalance Automatically balances the number of players on each team. mp_autoteambalance_delay <seconds> Time after the teams become unbalanced before the server attempts to switch players. mp_autoteambalance_warning_delay &<;seconds> Time after the teams become unbalanced before the server prints a balance warning. mp_bonusroundtime <seconds> Time after round win until the round restarts. mp_enableroundwaittime Enables timers to wait between rounds. mp_maxrounds Maximum number of rounds before server changes maps. mp_restartround <seconds> If non-zero, the current round will restart in the specified number of seconds. mp_stalemate_timelimit <seconds> Timelimit of the stalemate round. mp_teams_unbalance_limit Teams are unbalanced when one team has this many more players than the other team. (0 disables check) mp_winlimit Maximum number of rounds one team can win before server changes maps.
Taken from Steam