SteamCMD 全部的 Commands ConVars

实现源码: github
我写了一个 C# 程序来导出全部然后整理起来。

Commands

api_loggingapi_logging <enabled> <verbose> : enable/disable verbose API logging in steamcmd
app_backup<appid> <target folder> [max folder size MB]
app_build_all_depotsapp_build_all_depots [-desc <text>] -depotconfigpath <folder> -contentroot <folder> -buildoutput <folder> <appid> : Build all depots for one app
app_debug_install<appId> [<path>] - app debug install
app_delay_update<appid> <seconds> force delay update
app_dlc_statusapp_status <appId> <dlcId>
app_info_findFind apps with a certain appinfo value set, eg 'common/type media'. * is any.
app_info_printapp_info_print <appid> [section] : print app info for appID
app_info_request<AppID> - Issue an appinfo request for the given appid. Does not wait for results from the server.
app_info_update[0|1] : trigger app info update, optionally for update all
app_install_script<AppID> [uninstall:0|1]- Runs app install script.
app_installed_files<AppID>
app_launch<appId> [LaunchOptionIndex] [Arguments]
app_license_request<AppID> - Requests a free licenses for this app if not already owned.
app_run<appId> [LaunchOptionIndex] [Arguments]
app_set_config<AppID> <key> <value> - sets a config value for given app.
app_statusapp_status <appId>
app_stop<appid> [force:0|1] stop this running app
app_uninstall<appId>
app_updateapp_update <appid> [-validate] [-language <lang>] [-beta <betaname>] [-betapassword <pwd>] make sure a Steam application is up-to-date
app_update_cancel<EAppUpdateError>
app_update_statusapp_update_status [appId]
apps_installed
apps_runningdisplays information about running games tracked by Steam
async_disconnectasync disconnect
build_installer<project file> <target folder> [beta key] [beta pwd]
ceg_wrapceg_wrap <appid> <orig filename> <stripped filename> <strips filename> : upload executable to back end for CEG wrapping
clear_credentialsClear cached credentials for current user. The next login will require authentication including an email or mobile confirmation.
cm_force_changeChange CM List
Commands
ConVars
download_chunkdownload_chunk <appid> <depotid> <sha>: download a single chunk from a depot
download_depotdownload_depot <appid> <depotid> [<target manifestid>] [<delta manifestid>] [<destination folder>]: download a single depot
download_itemdownload_item <appid> <PublishedFileId> : download a workshop item directly
download_sourcesDumps list of download sources
drm_wrapdrm_wrap <appid> <input filename> <output filename> <toolname> <flags> [<destination>]: upload executable to back end for DRM wrapping
dump_box_ipsdump the list of detected local box IP addresses
dump_offline_playtimeDumps recorded playtime sessions
dump_scheduled_functionsusage: "dump_scheduled_functions" Displays internal Steam function callback timers
exitStops Steam client console
findfind substrings in console commands
firewall_infoShows firewall settings
force_install_dirforce_install_dir <directory>
get_download_throttle
helpShow help information
http_cache_clearallDelete all data from internal HTTP client and CEF browser
http_test<optional_url> test HTTP connectivity via specified URL
infoDump various Steam info
library_folder_listlist all mounted Steam volumes
licenses_for_app<appid> : shows active licenses for appid
licenses_printdisplay users's Steam3 licenses
log_callbacksusage: "log_callbacks <first callbackID> [last callbackID]
log_ipcusage: "log_ipc [counts|verbose|#maxcount] <filter>" Enables IPC logging. Specifying "counts" or "verbose" is optional, defaulting to counts.
login<username> [<password>] [<Steam guard code>] - login to Steam
login_offline<username> - login to Steam in offline mode
logoffDisconnect from Steam and revoke saved login information
logonsee 'login'
logoutDisconnect from Steam and revoke saved login information
manifest_dump<filename> [0|1: include chunks]
mem_statsDump memory stats
mem_validate<dump|leaks> <threshold> : validates memory
net_fake_state{normal|NoLAN|CaptivePortal_Redirected|CaptivePortal_InPlace|NoInternet|NoSteam} Simulate network conditions
net_msgdumpDumps list of sent net messages
net_msgspewSpews sent and recv net messages
p2p_infousage: "p2p_info" Displays the current state of the P2P networking subsystem.
package_info_printDumps package info for packageID
patch_dump<filename> <depotid>
peer_content_server_statusDumps status of peer content server
print_sdr_pingprint current sdr ping location string
profile<seconds> profile for N seconds
quitStops Steam client console
remote_client_dongleremote_client_dongle [[connect] clientid ssid password]|disconnect|status|disable|enable|leddebug|lednodebug
remote_client_softapcmdremote_client_softapcmd <softapcmd args>
remote_clientsdump remote client info
render_ipc_connectionsusage: "render_ipc_connections
run_app_buildrun_app_build [-preview] [-desc <text>] <appbuildfile> : run app depot build as specified in appbuildfile
run_app_build_httprun_app_build_http : alias for run_app_build
runscript<scriptfile> - runs a console command script
set_app_beta_passwordset_app_beta_password <appid> -beta <name> -betapassword <pwd> -- opt-in to the app beta with the given password
set_download_throttleset_download_throttle <kbps> <bPersistent = false>
set_spew<group> <level> <loglevel> set spew levels for the given group
set_spew_level<SpewLevel LogLevel> Sets spew and log level for all groups
set_steam_guard_code<code> - authorize this computer by adding the Steam Guard email code
set_var<name> <value>- Set the value of a Cvar
shader_processshader_process <appId> <bucketID> <optionalOverrideBasePath>
sign_install_scriptsign_install_script <appid> <input filename> <output filename> : upload install script to back end for signing
stats_dumpstats_dump [filter] : dumps matching debug stats
stats_monitorstats_monitor <stat name> : monitor a debug stat value
stats_resetstats_reset [filter] : set matching stats back to 0
swarm_get_bucket_manifest<appid> <bucket_hw_id> <bucket_sw_id> - query Swarm bucket depot manifest, if depot built
swarm_shader_compile<work_dir> <threadCount>
swarm_shader_download<work_dir>
swarm_shader_prepopulate<work_dir>
swarm_shader_upload<work_dir>
swarm_tc_downloadswarm_tc_download <src_bucket_hw_id> <src_bucketsw_id> <work_dir>
swarm_tc_upload<src_bucket_hw_id> <src_bucketsw_id> <dst_bucket_hw_id> <dst_bucket_sw_id> <work_dir> <appid> <bucketid>
test_concurrent_textfilter_changeQueue up multiple text filter changes to the UI
test_dropconTests dropping a connection
test_failnextconnectTests failing the next connection
test_opus_voice_encodetest an opus voice encode
test_reconnectReconnect after using test_failnextconnect&test_dropcon
test_voice_encodetest a voice encode
timed_trial_add_playtimetimed_trial_add_playtime <appId> <seconds>: add trial app playtime (developer only)
timed_trial_reset_playtimetimed_trial_reset_playtime <appId> : reset trial app playtime (developer only)
timed_trial_statustimed_trial_status <appId> : show time trial app status
user_friendsDumps list of friends
verify_chunk_storeverify_chunk_store <appid> <depotid> <datafile> : run app depot build as specified in appbuildfile
verify_vpkverify_vpk <datafile> : verifies content of given VPK
voice_game_usagedisplays information about the game's use of Steam voice
workshop_build_itemworkshop_build_item <build config filename> : build a workshop item
workshop_create_legacy_itemworkshop_create_legacy_item <appid> <workshop file> : build a legacy workshop item
workshop_download_itemworkshop_download_item <appid> <PublishedFileId> : download an item using the workshop system
workshop_statusworkshop_status <appId>

Convars

@bCallerDeadlineAbortJobDisableWhenHTTPReqStart1
@bClientDownloadUseHTTPS0 Set this to use HTTPS on supported download servers
@bClientOpenCacheStickyRedirects1
@bClientTryRequestManifestWithoutCode0 If set, client will try to get a manifest even without a manifest request code
@bCloudSyncFailDownloadIfGameOutOfDate0
@bCSForceNoCache0
@bDepotBuilderReadBufferSizeKB8192
@bDepotBuilderUnbufferedReads1
@bDisableDualStackDownloads0
@bDownloadThrottleDuringCloudSync0
@bEnableFrameFuncOverageWarnings0 This turns on the spew in SPEW_MISC at level 4, still need to adjust spew levels to see it.
@bEnableHTTP2OnAllCHTTPClients0 Enable HTTP/2 on all CHTTPClients automatically for SSL connections
@bEnableLogTearOff1
@bEnableNetworkJobsOwnStartList1
@bEnableOfflineLogonTicket1 If true, an offline logon ticket will be requested during logon if none is cached
@bEnableSiteLicenseConnect1
@bEnableSiteLicenseConsoleLogging0
@bEnableSpewThrottle1
@bEnforceValidEmailDomains1 Enable valid email domains in BIsValidEmailAddress
@bForceStreamUnsupportedApp0
@bHttpClientRecordHostnameDimension0 Group HTTP metrics by hostname. Careful, the cardinality of your in-memory map might be large.
@bLANPeerConnectionTimeoutSec5
@bLogMessageToProtobufClass1 We we first discover the protobuf class used for a particular EMsg, log it
@bMetricsEnabled1 Enabling allows jobs to collect and report metrics through IMetricsReporters.
@bMsgErrorDump0
@bProfileYieldsInTestSuiteJobs0
@bRefreshDownloadSourcesFrequently0
@bRequireOfflineLogonTicket1 If true, a valid offline logon ticket is required when logging in in offline or no connection mode
@bScreenshotsLegacyCloudUpload0 If set, use the legacy Steam Cloud upload path for screenshot uploads
@bShaderClientGetBucketManifestUseWebAPI1
@bSiteLicenseAllowCachedClientCredentials0 Allow Steam clients that associate to this site to save username and auth credentials locally
@bSiteLicenseProxyCacheIsExternalProcess0 If set, the caching content proxy will be handled by some process other than steamcmd. You probably also should set @sSiteLicenseProxyExplicitIP.
@bSiteLicenseProxyEnableIPv60 If set, we will enable ipv6 communications to the Steam servers
@bSiteLicenseServer0
@bSiteLicenseServerGUI0
@cbPartnerUploadChunkSize1000000 Chunk size to use for POSTing partner uploads
@cCSClientMaxNumSocketsPerHost4
@cCSClientMaxNumSocketsPerHostForCachingProxy32
@cDefaultInitialDownloadSources4
@cDepotBuilderFileChunkingThreads0
@cFileChunkingCRCFalseAlarmBytesToSkip128
@cFileChunkingCRCFalseAlarmThreshold0
@cFileChunkingSupersectionSizeMB1024
@cloud_testdynamicsyncapp0
@cMaxContentServersToRequest20
@cMaxInitialDownloadSources-1
@cMinimumJobTimeoutsToCheckPerFrame100
@cNetEncryptionHandshakeWorkMax_HighPri8000
@cNetEncryptionHandshakeWorkMax_LowPri2000
@cNetEncryptionHandshakeWorkMax_MedPri4000
@csecCSJobSuccessfulRequestTimeWindow60
@csecCSRequestProcessorTimeOut300
@csecDurationControlPeriod Override default duration-control / anti-indulgence time period. If nonzero, initial playtime threshold is this value in seconds
@csecDurationControlPeriodToday Override default duration-control / anti-indulgence time period. If nonzero, per-day playtime threshold is this value in seconds
@csecDurationControlSimulated Simulate having already played this many seconds of playtime.
@csecDurationControlSimulatedNonRecent Simulate having already played this many seconds of playtime today, but not recently.
@csecFavoriteGameAccountCacheTime86400 Control how often we refresh the account IDs in the game server favorites list
@csecIncomingDataRatePeriod1
@csecSiteLicenseProxyStatsLog60 Log proxy stats this often
@csecSiteLicenseProxyStatsUpdate1 update proxy stats internally this often
@csecUpdateTargetNumConnectionsEpoch10
@cSecUploadDownloadRates300
@CSInterfaceProxyPassword
@CSInterfaceProxyUsername
@cUDPSendRetries8
@CustomBinaryRequestRetryTimes20
@DepotBuilderConfigRoot./depotscripts
@DepotBuilderContentRoot
@DepotBuilderDeltaMaxChunks20000
@DepotBuilderEnableVZd1
@DepotBuilderMaxParallelUploadChunks24
@DepotBuilderNoReslist0
@DepotBuilderNumHTTPSocketsToMDS12
@DepotBuilderOutputRoot
@DepotBuilderParallelUploadChunks6
@DepotBuilderProgressTimeout1000
@DepotBuilderVZdMinRatio0.4
@DepotBuilderXORMatchPercent95
@durationControlNightCheck1 Time of day check for duration-control feature. 1 = normal. 2 = force night-time. 0 = disable checks, only enabled for age verified accounts
@EnableUDPHistory0
@fDownloadRateImprovementToAddAnotherConnection1.2
@fMinDataRateToAttemptTwoConnectionsMbps1.5
@ForceContentServer
@ForceContentServerHTTPS0
@ForceContentServerType
@GCNameOverride
@LocalContentServer
@LogFileFolderName Use something other than 'logs' as the folder for log files
@MatchmakingCreatePingWaitTime0
@MatchmakingJoinPingWaitTime0
@MatchmakingSearchPingWaitTime0
@MatchmakingTotalPingWaitTime0
@MaxOutstandingSendThreadItemFatalAssert30000
@MaxOutstandingSendThreadItemFatalAssertSecondsAtLimit30
@MaxOutstandingSendThreadItemSleep10000
@metricsDisabledCatalogs Comma separated list of metrics catalogs to disable. This is the last check.
@metricsDisabledOperations Comma separated list of metrics operations that are disabled. This setting has highest priority
@metricsEnabledOperations Comma separated list of metrics operations. Overrides disabled catalogs
@nBootReserveRetryPeriodSec30 Number of seconds to wait before retrying after failing to create a boot reserve file. Should be a multiple of 10.
@nCallerDeadlineHopLatencyMS10 When we send a message expecting a reply from a job with a deadline, set the timeout on the message to [current time remaining in this job] - N ms. A negative value prevents propagating caller deadlines down the chain
@nClientCloudMaxMBParallelDownloads64
@nClientCloudMaxMBParallelUploads64
@nClientCloudMaxNumParallelDeletes10
@nClientCloudMaxNumParallelDownloads10
@nClientCloudMaxNumParallelUploads10
@nClientCloudMaxNumUploadsPerBatch100
@nClientCMDirectoryResultLoadPercentDither10 Dither to apply to CM server loads received by CMDirectory query
@nClientCMUDPPingTimeGoodEnoughThresholdMS50
@nClientCMUDPPingTimeoutUseGoodEnoughMS250
@nClientDownloadEnableHTTP2PlatformLinux1 Enable HTTP/2 connections on Linux clients
@nClientDownloadEnableHTTP2PlatformWindows1 Enable HTTP/2 connections on Windows clients
@nClientDownloadEnableHTTP2RelBranch0 Only enable HTTP/2 on enabled platforms on rel branch client if this is set
@nClientDownloadInitWindowSizeHTTP2Connection10000000 Init per-connection window size for HTTP/2.
@nClientDownloadInitWindowSizeHTTP2Stream2000000 Init per-stream window size for HTTP/2.
@nClientDownloadProbUseHTTP2IfAvailable50 If http/2 is available for a given download source, use it w/ this probability [0,100]
@nClientEnableHTTP2PlatformLinux1 Enable HTTP/2 connections on Linux clients
@nClientEnableHTTP2PlatformWindows1 Enable HTTP/2 connections on Windows clients
@nClientEnableIPv6ForHTTPPlatformLinux0 Enable IPv6 HTTP connections by default on Linux clients
@nClientEnableIPv6ForHTTPPlatformWindows0 Enable IPv6 HTTP connections by default on Windows clients
@nClientFrameRateReportBatchSize60 Number of frame rate reports to collect locally before sending to the server
@nClientFrameRateReportSecs60 Number of seconds between individual frame rate reports
@nClientInitWindowSizeHTTP2Connection10000000 Init per-connection window size for HTTP/2.
@nClientInitWindowSizeHTTP2Stream2000000 Init per-stream window size for HTTP/2.
@nClientQueryCMDirectoryBeforeConnect1 Use CMDirectory webapi to get fresh CM list on connect - 0=disabled, 1=enabled, 2=main/dev/beta clients only
@nClientServiceMethodForDownloadListPercent100
@nContentDeltaChunkAppendChunksAfterProtobufSizeThresholdMB33
@nContentUpdateAutoVerifyCleanBytesThresholdMB2048 How many clean MB must we verify before backing off on auto-verifies
@nContentUpdateAutoVerifyEnable1 0 = disabled; 1 = enabled all clients
@nContentUpdateAutoVerifyIntervalDays15 Auto-verify game updates ever N days
@nCSClientRateLimitKbps0
@nCSJob404ResponseLimit25
@nCSJob5xyResponseLimit10
@nDownloadLANChunkCacheSizeMB128
@nDownloadLANPeerGroup0
@net_backlog_bytes_allowed60000000
@net_backlog_time_allowed_sec8
@net_loopback1
@NetConnectionBufferMsgLimit1000 Max # of message that will be buffered into a single zipped packet
@NetConnectionBufferThreaded1
@nHTTPServerLogLevelAccessLine2003 Log level to use for one-line access-log-style for each http server request returning 200
@nHTTPServerLogLevelAccessLineNon2002 Log level to use for one-line access-log-style for each http server request that returns != 200
@nHTTPServerLogLevelDetails2004 Log level to use for full details of any http server request returning 200. This will probably fill up the log if you leave it on.
@nHTTPServerLogLevelDetailsNon2004 Log level to use for full details of any http server request returning != 200
@nHTTPServerMaxPipelinedReqsPerConnection8 Max outstanding pipelined reqs per connection
@nHTTPServerYieldOn100ContinueSendSecs300 Seconds to yield when sending a 100 continue for purposes of telling client to send body of request
@nIOCPThreadCount1
@nJobInteryieldMillisecondsAlertThreshold120
@nJobInteryieldMillisecondsLogThreshold80
@nJobInteryieldMillisecondsSpewThreshold500
@nJobNetSendsInsaneThreshold15000
@nLANPeerGroupRateLimitKbps0
@nLANPeerMaxConnections24
@nLANPeerRateLimitKbps0
@nLegalDictionaryUpdateRateInSeconds600
@nNetConnectionBufferZipLevel1
@NoPromptForPassword0
@nParentalSettingsLogLevel4 Control the amount of spew written to the parental log file
@nProtobufArenaInitialBlockSize65536 Default initial allocation size for PB arena
@nProtobufArenaMaxBlockSize524288 Max block allocation size for PB arena
@nProtobufArenaNumberOfHeadersToShare128 Number of Jobs to give a single protobuf Arena before we create a new one
@nProtobufArenaNumberOfJobsToShare128 Number of Jobs to give a single protobuf Arena before we create a new one
@nRoamingConfigReconnectCloudSyncWindowSec7200
@nScreenshotSaveMaxWidth9999
@nServerRefreshRateLimitAdditional1 Limits the burst number of calls per appid to refresh GMS game server lists
@nServerRefreshRateLimitBurst100 Limits the burst number of calls per appid to refresh GMS game server lists
@nServerRefreshRateLimitInterval20 Limits the burst number of calls per appid to refresh GMS game server lists
@nSiteLicenseProxyCacheMaxGB100 If local content cache is enabled, use up to this much disk space
@nSiteLicenseProxyEnableP2P0 If set, will have all connected clients join the same P2P download group
@nSiteLicenseProxyPort0 Local content cache: set > 0 to enable, will listen on this port
@nSpewThrottleNagFrequencyMs5000
@nSpewThrottlePeriodMs1000
@nSpewThrottleResumeThreshold3
@nSpewThrottleTriggerThreshold10
@nSpewThrottleUnconditionalResumeMs5000
@nSpewThrottleUnconditionalTriggerCount50
@PeerContentClientMaxJobs1 number of peer sources used at the same time
@PeerContentServerMaxClients8 limit number of peers connected
@PeerContentServerPort27040 If peer content server, will listen on this port for TCP connections from peers
@PeerContentServerRetryDelay60 seconds before retrying peer content server
@RunAdminInstallScriptsFromService0
@sCSDSVirtualHostHeader
@sForceLocalContentCache
@ShutdownOnFailedCommand1 Exit steamcmd immediately upon any failed console command
@sSiteLicenseProxyCacheDirectoryappcache/slscache If local content cache is enabled, use this path for disk cache
@sSiteLicenseProxyExplicitIP Local content cache: if not blank, will instruct clients to go to this IP for the content cache.
@sStartupScript Exec contents of this convar as a script at startup
@sSteamCmdForcePlatformBitness Must be one of: [32 | 64]
@sSteamCmdForcePlatformType Must be one of: [windows | macos | linux | android]
@strCSNoCacheHeaderno-cache
@StreamClientArgs
@sTrustedLocalContentCacheName Set this to the machine name where a trusted local Steam download cache is hosted, and we'll use it if available.
@test_bCloudForceSyncConflict0 If @test_nCloudForceSyncFailureAppID is set, then set this so that the failure case is 'file conflict' instead of generic failure
@test_nCloudForceSyncFailureAppID0 Set this to a non-zero App ID to test cloud sync failure. The next sync request will fail.
@uDownloadLANPeerPort27038 If LAN p2p download enabled, will listen on this port for TCP connections from peers. Must be set consistently across all members of the group!
@unMinimumShaderDownloadSizeInUI33554432
@unUserStatsTest0
@uRemoteDiscoveryPortOverride0 If non-zero, will listen on this port for broadcasts instead of k_nBroadcastPort
@uRemoteDiscoveryPortTransmit0 If non-zero, will transmit outgoing broadcasts on this port instead of on the listen port
@voice_minabs0.15
@voice_minavg1.0
@voice_spew_activity_check0
@WatchdogThreadPercentReport5
AlwaysCustomizeOnBadExit0
app_force_preload0 force this app into preload mode
app_info_http_min0
app_info_http_num_sockets8
appcloudsessionsall
AsyncFileIOAlternateReadWrite1
AsyncFileIODisableWrite0
AsyncFileIOExpectOutstandingIO6
AsyncFileIOForceGenericIO0
AsyncFileIOMaxPendingWin32256
AsyncFileIOReadHandleCache64
AsyncFileIOWriteHandleCache64
batterycharging0
batterypercent-1
batterytime-1
bBroadcastAlwaysUploadThumbnails1
bCheckUGCIntegrity1
bClientConvar601DEACE1
bClientPingCSesForCellID0
bCloudAcceptUnexpectedAutoCloudFileChanges1
bDelayGameUpdatesOnBeta0 Should we do scheduling of updates on Steam Beta? If not, they'll all be ASAP
bDepotDeltaPatchUseAPI1
bDepotUseSparseFiles1
bDisableTenFootOverlay0
bEnableMHRCAsyncFileReadLog0
bEnableSubscribedFileListCache1
bFinishStagedDepotVersions1
bInstallscriptReports1 send reports about broken install scripts
bPrefetchDownloadDetails1 Prefetch download size before actual update happens
broadcast_upload_drop_sec6
broadcast_upload_update_sec3
bShaderAllowReplay1
bShaderAllowReplayOnNVIDIA1
bShaderAlwaysProcessWhenRunningGame0
bShaderCacheDownloads1 Allow to download shader cache depots
bShaderDepotNative1
bShaderEnableCacheManagement1
bShaderEnableFossilizeLayer1
bShaderEnableUpload1
bShaderFossilizeFastMerge1
bShaderPrecompiledCache1
bShaderVerboseLogs0
bSingleFileUpdateMode1
bSteam3LimitedUserEnable1
bSteamLoaderEnable1
bSubscribedFilesDecompressOnClient1
bSubscribedFilesPollForUpdates0
bSubscribedFilesUseRangeRequests1
bVerifyAllDownloads0 Verify all files after downloading an update
bVerifyAllInstalled0 Verify all installed files before installing an update
cAppUpdateWorkingSetMB256
cChunkValidationMaxLog100
cFileValidationMaxLog100
ClientConnectTokenBucketEnable1
cMaxDecryptThreadsOverride0
controller_base_rotation_angle0
controller_edge_cutoff0
controller_gyro_x_scale16000
controller_idle_poll_interval50000 SteamInput Idle Polling interval in microseconds. Default 50,000us = 20hz
controller_jerk_low_pass_filter_rate4 How quickly the low pass filter chases the raw gyro jerk value.
controller_jerk_threshold500 The amount of Gyro Jerk (gyro change per second) required to create a Controller Jerk count. Note, only available on SteamDeck/Neptune/Galileo
controller_jerk_threshold_debug0 Debug spew to tell us the current "Jerk" value coming from the accelerometer
controller_jerk_throttle2 (Hz) The maximum callback rate for Controller Jerk Events.
controller_min_activation_time0.0333
controller_momentum_min_vel0
controller_momentum_num_excluded_samples1
controller_momentum_num_included_samples5
controller_poll_state-1
controller_rate2000 SteamInput Active Polling interval in microseconds. Default 2000us = 500hz
controller_simulate_trackpad0 Simulate a trackpad swipe on the right trackpad when the left pad is touched
controller_spew_level3
countrycode
cPreallocateMinimumSizeKB256
csecManifestDownloadTimeout120
deck_mouse_haptic_tick_dist9000
deck_mouse_leftside_filter30500
DepotDeltaPatches1
DepotDownloadProgressTimeout120
DepotMinWriteGapSizeMB64
DepotReconstructionBadChunk0
DepotReconstructionLowPrio1
DepotReconstructionNumIOThreads32
DepotUseAlternatingReadWrite1
developer0
force_software_gyro_drift_correction0 0: Only use software drift calibration based on controller capabilities. 1: Any controllers with IMUs will be forced to use the standard software drift calibration.
g_RumbleRepeatAfterDelaySeconds0.050
g_RumbleSustainTimeSeconds10
grip_sense_haptic_test0
grip_sense_haptic_test_repeats1
grip_sense_haptic_test_strength125
gyro_auto_detect_polling_rate1 Wired Connections only. 0: Legacy Mode. Known to be buggy with Blitz 2 and other controllers set to 1000hz+. 1: If SDL3 sensor delta time is zero, or unexpected sensor timings are detected, fall back on packet-rate based estimation of polling rate (if outside a margin of error: gyro_sensor_margin_of_error_pct). 2: Exclusively use packet-rate based estimation of polling rate.
gyro_calibration_duration_automatic5.0 Duration in seconds required to calibrate gyro drift outside of manual calibration. Warning: Short calibration times are more likely to result in false positive anti-drift solutions.
gyro_calibration_duration_manual5.0 Duration in second of manual gyro drift calibration. Longer durations make for more accurate drift corrections.
gyro_calibration_duration_manual_timeout30.0 Duration before manual gyro drift calibration times out, and returns to calibrating the noise tolerance.
gyro_calibration_duration_stationary5.0 Duration in second of gyro noise tolerance calibration.
gyro_debug_gyro_speed_vs_quaternion_speed0 0: Off. 1: Spew the gyro speed and the extracted quaternion rotation speed
gyro_debug_hardware_vs_mode_time0 0: Off. 1: Spew the hardware delta time vs. the platform delta time.
gyro_debug_sensor_timings0
gyro_drift_calibration_debug0 Display which sensor readings (accelerometer or gyroscope) are restarting the drift calibration due to their noise being bigger than noise tolerance.
gyro_drift_correction_enabled1 Turn on/off software gyro anti-drift correction.
gyro_drift_detection_debug0 Spew information about how far the gyro has deflected over time.
gyro_drift_detection_duration30.0 How long we sample for before triggering a calibration warning. Seconds.
gyro_drift_detection_min_deflection270.0 The minimum degrees of deflection we must have turned through to detect a drift event. This intentionally higher than rotations we'd expect from regular use.
gyro_drift_detection_min_drift_rate0.1 The minimum degrees per second we consider to be gyro drift. i.e. if we notice the gyroscope has drifted at higher than this rate, it could be drifting noticeably.
gyro_filter_enabled1 Enable (Pseudo) One Euro Filter to internal gyro quaternion. This reduces low level sensor noise and hand shake.
gyro_filter_max_speed16.0 Above this gyro rotation speed (degrees/second) we apply min (zero) smoothing.
gyro_filter_min_speed2 Below this gyro rotation speed (degrees/second) we apply max smoothing (low pass filter).
gyro_filter_smoothness75 Smoothing amount for low pass filter. 1 is TOO smoothed (barely responding). 100 is barely smoothed.
gyro_force_handheld_orientation0 0: Auto. 1: Force Controller to be "HandHeld" orientation, like SteamDeck (tilt in pitch by 90 degrees so that "Yaw" is "Through the Screen". 2: Force Controller to be "Standalone" controller like Steam Controller, where "Yaw" is "Through Sticks".
gyro_force_sensor_rate0 If zero, cull suspected bad sensor data (can result in a loss of natural sensitivity). If not zero, ignore IMU sensor timing and use fixed rate instead. Measured in HZ. Common values: 250hz (PS5), 250hz (PS4), 200hz (Nintendo Switch)
gyro_handheld_pitch_offset90 When in handheld mode, how far we tilt the gyro quaternion before processing. This affects only the "Gyro to Mouse" and "Gyro to JoystickCamera" modes. And only affects Yaw, Roll, Yaw + Roll, and Laser Pointer 3DOF to 2D conversion styles within those modes. Player Space and World Space are controller affordance agnostic.
gyro_precision_speed0.75
gyro_precision_speed_enabled1 Enable linear response multiplier to speeds below the value set in the "Gyro To..." modes. This applies itself to the remaining speed after the gyro speed deadzone has been applied.
gyro_prediction_correction_speed_max180.0 Above this speed (degrees per second) there is full correction of the predicted quaternion toward the "ground truth" quaternion. Note this will still be gradual correction, and only in the shared direction of user rotation and the correction required.
gyro_prediction_correction_speed_min30.0 Below this speed (degrees per second) there is no correction of the predicted quaternion toward the "ground truth" quaternion.
gyro_prediction_enabled1 Enable extrapolation of rotation using the last known gyro speed. This is important to avoid staggered signals over blue tooth, but generally upgrades gyros that run lower than 500hz. The extrapolated quaternion will correct back toward the "ground truth" quaternion when the speed exceeds.
gyro_raw_deadzone6.0 Legacy deadzoning for gyro signal. Only affects "As Mouse" and its derivative modes.
gyro_sensor_margin_of_error_pct25 If gyro_auto_detect_polling_rate is set to mode 2, use this +/- X% value as the acceptable margin of error before falling back on packet-rate based estimation of polling rate.
gyro_speed_deadzone0.5
gyro_speed_deadzone_enabled1 Enable the minimum speed required to update the gyroscope response.
gyro_stationary_calibration_debug0 Display which sensor readings (accelerometer or gyroscope) are restarting the tolerance calibration due to their noise being too large.
gyro_to_joystick_camera_raw1 Used to test old Gyro to joystick Camera processing pipeline (1) against old (0).
gyro_to_joystick_camera_relax0 Low pass filter on the output to help lower FPS games. Needs more thought.
gyro_use_polling_time_for_prediction1 Use the main loop's cached time as opposed to a fresh sample. Just for A/B testing.
haptic_click_gain_modifier0
haptic_intensity8000
haptic_intensity_old2500
haptic_new0
haptic_off_divisor5.0f
haptic_tick_gain_modifier0
ibex_mouse_leftside_filter32500
lenovo_hook_filter31500
log_files_always_flush0
log_matchmaking_callbacks0
MergeCapReprocess_minutes480
mic_autogain16000 automatic gain control level for microphone input
mic_inputfile causes voice data to be read from the specified file instead of from the microphone
mic_outputfile causes microphone data to be written out to the specified file
musiclogging0
nBroadcastSessionMaxDropFrames100
nClientBackgroundAutoUpdateLessRecentlyPlayedThresholdHours168 If you've played the game more recently than this, we'll schedule the background update sooner.
nClientBackgroundAutoUpdateNotPlayedTimeSpreadDays14 If the user hasn't played this game in a while, pick a morning up to this many days out to update.
nClientBackgroundAutoUpdateRecentlyPlayedThresholdHours72 If you've played the game more recently than this, we'll schedule the background update sooner.
nClientBackgroundAutoUpdateTargetHour6 Target hour, in local time, for auto-scheduled app updates. Will be spread around this point via the convar below.
nClientBackgroundAutoUpdateTimeSpreadMinutes360 Spread of time around the above target hour - this is the +/- 2-sigma window, so half this on either side.
nCloudFileCompressionMinFileSizeKB16
nCloudFileCompressionMinFileSizeKBSharedFile128
nCloudFileCompressionPercentageMin10
nCloudFileCompressionPercentageMinSharedFile50
nCloudUploadMinIntervalSec1800
nCloudUploadNetworkTimeoutSeconds400
nContentDownloadsToOtherDrive1 Allow to download updates to other drives then install folder is on
nContentStatsReportInterval72 In Hours
nDepotSaveCorruptChunks0
net_incomingcheck1
net_maxresendsperframe32
nPeerContentDefaultMode1 0 = off, 1 = only me, 2 = only friends, 3 = anyone
nProductInfoUpdateInterval900
nRichPresenceUploadThrottleSecs5
nSubscribedAutoDownloadMaxSimultaneous8
p2p_connecttimeout15
p2p_unusedtimeout120
rtime32EarliestSubscribedFileToDownload1348857570
sc_kalman_a_vel1.0
sc_kalman_fastq0
sc_kalman_h_vel1.0
sc_kalman_q_vel2.0
sc_kalman_r_vel2.0
sc_kalman_repeated_sample0
sc_kalman_slowq0
sDepotDownloadFileFilter only download matching files, eg *.exe;*.dll
spew_controller_loss0
steam_controller_force_oobe0
testappcloudpaths0
ugc_query_default_cache_time600
ugc_query_max_get_details2000
UGCCDNReportPct100
unShaderBackgroundProcessingThreads0
unShaderHighPriorityProcessingThreads0
unShaderHitCacheGeneration0
unShaderMaxHeadersPerMessage1024
unShaderMaxUploadMessageSizeKb256
voice_api_optimalrate24000
voice_autogain0
voice_fakeloss0
voice_outputdevice0 0=>Miles 1=>XAudio2
voice_outputfile causes output from voice system to be written out to the specified file
voice_preprocess0 enables voice cleanup on incoming microphone data
voice_quality4
voice_resample_quality1
voice_silk_bitrate30000
workshop_items_cache_days14
workshop_items_update_interval2700

SteamCMD 全部的 Commands ConVars
http://buyi.dev/2026/steamcmddump/
作者
浊心陈布衣
发布于
2026年6月6日
许可协议