cl_phys_timescale
mat_bloomamount_rate
mat_debug_bloom
mat_debug_process_halfscreen
mat_debugalttab
mat_force_bloom
mat_diffuse
mat_fastnobump
mat_hdr_tonemapscale
mat_leafvis
mat_loadtextures
mat_norendering
mat_show_texture_memory_usage
mat_softwareskin
mat_surfaceid
mat_surfacemat
mat_yuv
r_avglight
r_ambientfraction
r_avglightmap
r_lightcache_numambientsamples
r_lightinterp
r_lightstyle
r_radiosity
r_updaterefracttexture
r_unloadlightmaps
removed most/all sv_cheat commands
mat_disable_d3d9ex
cl_forcepreload
net_queue_trace 0
removed above needless commands
mat_antialias 1
is now commented out
mat_picmip -1 changed to 2
mat_colcorrection_disableentities 0 changed to 1
trashhelp
(it was even worse w/ transparent viewmodels on, the entire screen would look spotty and fiery until I set r_drawviewmodel to 0) (r9 270x, i5 4460)
I couldn't recreate this issue on 2 machines
Build 1
i5-4670k
R9 270x
Build 2
i7-4790k
R9 390
I tried all dxlevels and tried with and without transparent viewmodels still haven't had this issue.
-edit-
while attempting to find what's wrong with bleed/fire effect I notice that mat_viewportscale is no longer limited to .5 - 1
http://images.akamai.steamusercontent.com/ugc/404560951918458825/44A56D797958DD2BC62EF73D6FC8DC4C6D8A028F/
value is .01
still doesn't effect fps for 99% of users just thought it was interesting. mat_viewporscale is still limited to 1 at the max but the minimum seems to be 0 now.