Launch parameters
Launch parameters for Cyberpunk2077.exe (and what they do)
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Launch parameters for Cyberpunk2077.exe (and what they do)
Last updated
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Created: Jun 17 2024 by , based on research by emoose Last documented update: Feb 2 2025 by
This page lists all known launch parameters for the Cyberpunk2077.exe
.
Just because the executable accepts these parameters doesn't mean that they do anything or were ever intended to.
If you are trying to get your modded Steam Deck to work, check Modding on Linux
You need to send the parameters in the form of
-parameter arg
for example
-engine CGameEngine
engine
CGameEngine serverServerGameEngine serverDebugServerGameEngine
FunctionalTestsServerEngine
HeadfullTestServerEngine HeadllessTestServerEngine HeadlessTestServerEngine HeadlessGameEngine DebugGameEngine
multiplayerClient
ignoreInput
ignoreGamepads
hudNoParallel
noInputIcons
mpMenu
noFullscreenUI
noHUD
noWorldUI
forceLoadAllMeshAppearances
breakOnPoolDefault
profileio
width
a number
height
a number
fullscreen
window
windowed
borderless
hdrMode
a number from 0-4
hdr
x
a number
y
a number
monitor
a number
fpsClamp
a number
FPS Cap
noGameDefName
noWatermark
debugVerifyWorld
forceCPOControlWScheme
gogRewardsDisabled
functionalTestsMode
playerVoiceoverType
noBinksOnLoadingScreens
debugIcons
positions
<a number>,<a number>
playerRecordID
gameServicesWrapper
playerNickname
gameDefinition
world
startSpawnPoint
startPosition
startRotation
startQuest
playerGender
alwaysSpawnedDisabled
forceSpawnInView
entitySpawnRadius
noCrowd
noReducedCrowd
ignoreSavedCensorFlags
overrideLocalNavmesh
autojoin
mainmenu
sessionType
LAN
Internet
sessionLength
state
save
-save=manualsave-11
Load a specific savegame on startup
forceShutdownAfterSessionLoaded
skipStartScreen
Skips the "Breaching" screen
ftBuildWithShelve
ftBuildProcessName
ftBuildNum
ftHostIP
ftHostName
ftGameDataAccessMode
ftEngineInstanceGUID
allowQuickCompression
datacenter
groupToken
gameVersion
gpuFlag
debug - enable Debug D3D12 layer with breaking on error
debugNoBreak - enable Debug D3D12 layer without breaking on error
forceAsync - always enforce async compute
noAsync - fully disable async compute
debugGBV - GPU based validation, requires also `debug`
forceAftermath - generate GPU log on exit
noAftermath - do not generate GPU log, even when crashing
forceAftermathDebug - generate GPU log on exit with extra information
noAftermathDebug - generate minimal GPU log on exit
forceRayTracing - enforce ray tracing
noRayTracing - fully disable ray tracing
forceCommitedResources
forceOpacityMicromap
noOpacityMicromap
forceRootSignature11
noRootSignature11
noNvAPIDXRExtensions - force disable DirectX Raytracing extensions even when they are available
noSmallBufferPools
This parameter can be specified multiple times with different values.
noGpuBreadcrumbs
nolog
log
root
engineRoot
archivePath
game
cookedRoot
cooked
depotMapping
editor
render
jobDebugger
jobThread
modded
Triggers REDMod recompilation on start
crowdDensity
Low
Medium
High
Console
ConsolePro
ConsoleEarlyNextGen
ConsoleEarlyNextGenQuality
rawstartingport
functionalTestsRAW
unattended
forceRawTweakDB
profiler
disableRayTracing
disableRayTracedReflection
disableRayTracedTransparentReflection
dlss
windowCaption
a string
scriptVersion
Debug
Profiling
ProfilingAll
ProfilingMarked
ProfilingEntry
tweakdbBlobPath
scriptsBlobPath
pvdDumpToFile
renderPreset
forceLowSettings
qualityLevel
a number or RTX
texQualityLevel
rayTracingAmbientOcclusionRayNumber
a number
dlssQuality
interopstartingport
watchdogtTimeout
a number (seconds) Default is 60
The number of seconds the game can stay frozen before assuming that it has crashed
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