the cutting room mirror

Debugging Features

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This is a sub-page of Sonic Boom: Rise of Lyric.

Most of these are leftovers from CryEngine.

e_DebugDraw#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Get a screenshot of e_DebugDraw = 10 on real hardware - Cemu (Wii U emulator) can't display it properly.

Draws the game under certain conditions for inspecting render data. There are several different modes that draw in different ways, helpfully labelled at the top-left of the screen. Any numbers not included are free slots.

(Source: Original TCRF research)

g_debugCheckpoints#

Displays the currently-loaded stage and lists the last active checkpoints for each player.

(Source: Original TCRF research)

g_debugChoiceUpgrades#

Displays the amount of upgrades unlocked for each player.

(Source: Original TCRF research)

g_debugMagnetic#

Displays the current amount of magnetic objects in the stage.

(Source: Original TCRF research)

g_debugPlayers#

Displays a list of devices pertaining to each player.

(Source: Original TCRF research)

g_debugtrackview#

Displays the current active sequence if there is one.

(Source: Original TCRF research)

g_debugCamera#

Displays info about the camera for each player.

(Source: Original TCRF research)

g_debugCamTether#

Pulls the camera in closer with a tighter movement speed - possibly used for pre-release footage.

(Source: Original TCRF research)

g_detachCamera#

Detaches the camera from the player and snaps to the world origin point. Crytek's documentation on this is incomplete.

(Source: Original TCRF research)

g_drawMovePaths#

Draws a spline in real-time behind the players as they move.

(Source: Original TCRF research)

g_enemyManagerDebug#

Displays state identifiers and other properties for enemies.

(Source: Original TCRF research)

g_fenceDebug#

Draws blue spheres at the player's position when they intersect a wall.

(Source: Original TCRF research)

g_showHealthbars#

Draws tally marks below enemies to represent their health.

(Source: Original TCRF research)

g_showStates#

Displays the current state and the duration it's been active for per player, as well as metrics for speed, air time, height, and vertical speed.

(Source: Original TCRF research)

g_showTargeting#

Please elaborate.
Having more detail is always a good thing.
Specifically: The numbers, Mason, what do they mean?!

Draws numbers under the enemies that turn red depending on the condition, though said conditions are unknown.

(Source: Original TCRF research)

g_waterRunDebug#

Displays parameters on the screen when the player is running on water, with an extra relative parameter when you perform a spindash underwater. An additional parameter is shown by the player called m_warthogDisableTimer, which is a timer that removes your water running ability if you stand on land for its duration - it resets if you land back on the water.

(Source: Original TCRF research)

r_DebugFontRendering#

Displays placeholder text to verify if the text renderer is working as intended.

(Source: Original TCRF research)

r_DebugLightVolumes#

Enters an unknown debugging view for light volumes. Crytek's documentation on this is incomplete.

(Source: Original TCRF research)

r_DebugRenderMode#

Enters an unknown debugging view for the renderer. Crytek's documentation on this is incomplete.

(Source: Original TCRF research)

r_DisplayInfo#

Toggles debugging info.

(Source: Original TCRF research)

r_ShowMT#

Displays rendering performance metrics for multi-threading in real-time.

(Source: Original TCRF research)

sys_brbdebug#

Adds a level select to the main menu.

(Source: Original TCRF research)

sys_enable_budgetmonitoring#

Displays performance budget info in real-time.

(Source: Original TCRF research)

sys_streaming_debug#

Displays info regarding data streaming. This game in particular doesn't utilize this, so it doesn't function.

(Source: Original TCRF research)