SetsulServer cvars.
The ai and some other server replicated commands were put in because I wanted to accommodate some singleplayer Source engine experiences for myself. My bad for keeping them, but I didn't see the problem in keeping them since there isn't any harm in doing so.
Setsulanim_3wayblend isn't the gold standard for uselessness, it's like triple platinum certified useless. It's been broken since before it was (accidentally) released. https://developer.valvesoftware.com/wiki/VCD_Blocking_Tool
Not sure why you think it is useless just because that choreography tool isn't released to the public. anim_3wayblend is still used in the Source Engine for calculating bone poses, not just in the VCD Blocking Tool. Anyway, although it is server replicated, it has the same reason as the other commands in that I've kept it in there for singleplayer Source Engine use.
SetsulHost thread mode is broken and you know it. Why would you put it in an fps config?
Because it isn't broken, except in local servers, and that's because of an oversight with input and networking logic differences for client and servers. Using threaded mode better runs what the engine is tasked to do per frame.
SetsulI don't care if you've read the source code if you ignore even the most basic documentation.
It's utterly useless to change it since it will never affect the TF2 client, ever.
I read the documentation, but documentation can be inaccurate. For systems with 512MB of RAM, the Source Engine uses mem_max_heapsize_dedicated instead of mem_max_heapsize.
SetsulHow important is it to set bloom tint when you've tried so hard to make sure that bloom is definitely disabled entirely?
I'm sorry if traditionally TF2 configs weren't like this, but mine is made out of editable text. I've also included any values people may find helpful for them to adjust. Instead of others spending the time to find how to customize a specific option, I've included it in my config for them. Anyway, since bloom is by default disabled in the config, you should know that having those CVars there don't actually affect anything.
SetsulUhm what? This simply enables the command buildcubemaps. It's most definitely not meant as a way to disable bloom.
It keeps track of if you're currently building cubemap samples. Some rendering features are disabled by this command because the game thinks you're building cubemaps. Source code can reveal some wacky stuff.
Setsulcl_ragdoll_forcefade 1 fades ragdolls instantly, what are you trying to accomplish with non-zero fade_time and sleepaftertime?
Nothing by default. As you said, they do nothing if cl_ragdoll_forcefade is enabled. So it's not a problem for them to be there.
SetsulSo on one hand you want high model quality on the other hand you want it to switch to lower LOD quality at a negative distance?
Model LOD and LOD fade controlled by lod_TransitionDist are completely different things. lod_TransitionDist controls the fade distance for the func_lod brush entity, which is an emulation of LOD by literally fading models out of view, rather than fading down to a lower quality. r_rootlod 1 was chosen because people who are looking for max performance will find it, while more casual users will not feel comfortable changing options. I looked for feedback from users about model quality, and I found that r_rootlod 1 was the average preference. Anyway, you seem more confused about the -5000 value and rightfully so. lod_TransitionDist is not the actual final fade distance value. There is a min fade distance of 5000 (where closer than this the object is not faded at all) and lod_TransitionDist is added onto that to get the max fade distance (where at or further away the object is fully faded). By setting it to -5000, you get a min fade distance of 5000 and a max fade distance of 0. Thankfully, the Source engine swaps the min and max values if the min value is greater than the max. So with this, you get an object fade from 0 distance to 5000 distance, rather than from 5000 distance to at least 5000 distance.
SetsulHow would that even work? Apart from the fact that only one chip in the 700 series is actually Maxwell.
Drivers for tile based rendered graphics cards will do reads on framebuffers unless you specifically clear them, because the driver will assume you'll need it in a rendering step later since you didn't explicitly clear the buffer. My mistake for saying 700 series, I'll correct the comment there.
SetsulI could go on but I'm tired.
Thank you for your work on reviewing my config! I'm happy to see more discussions come of this.
viperi feel like this config will break my tf2 after skimming that setsul post
I'm sure you won't have to worry about that.