#General Improvements

1 messages ยท Page 13 of 1

broken crescent
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Which is how I found the problem in the first place

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So if that's the case, it's definitely these reverb triggers

short frost
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I guess it's GI? He was very adamant it was LLL, maybe its a few contributors lol

narrow oriole
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could you repro and check what preset components you have floating around? I suspect something is spawning duplicates

broken crescent
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I tested without GI and it's the same performance hit from all those FindObjectOfType calls according to the profiler. But I'll disable LLL and see

narrow oriole
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just LLL and Black Mesa

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no fps drop at the spot in that bug report

short frost
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3090 damn

broken crescent
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Disabled LLL and the problem remains. I'm just going to go ahead and fix it and see how it goes

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Dang I forgot to check the number of presets, one sec

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77 triggers floating around

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So staying in any one of those will cause lots of fun

short frost
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LMAO

narrow oriole
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CC @hollow blaze since you're the author of ReverbTriggerFix, the above discussion about this FindObjectsOfType call might be relevant to that mod too

sour rain
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there are a bunch of FindObject(s)OfType calls like this that don't belong

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there's a findobject for roundmanager every time you hit something with a weapon

narrow oriole
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indeed

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this is called every frame though

sour rain
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even though only one cruiser is permitted, every single time it's accessed by a findobject for vehiclecontroller

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i think this audio trigger thing is the worst one though yeah

narrow oriole
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I am kinda tempted to just make a mod that blanket replaces all calls to FindObjectOfType with FindAnyObjectOfType though

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but then I might make LethalPerformance explode

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patching this one might do that already though, who knows

sly jolt
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LP is already doing that

narrow oriole
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oh, I thought you were doing caching

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for specific methods that you found

sly jolt
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caching and changing to any

narrow oriole
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ah ok nice

sly jolt
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but you will still not get a big performance boost

hollow blaze
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Sorry is there an issue?

narrow oriole
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not an issue with your mod, but it's relevant

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Object.FindObjectOfType is called indirectly by AudioReverbTrigger.OnTriggerStay(), and that's quite slow

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it might give a little boost in performance for your mod to patch that as well as the masks

sly jolt
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#1253705079605956640 message

hollow blaze
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yeah I could look into that. I'm kinda waiting for some feedback if it's a worthwhile fix and so far it's sounding good

sly jolt
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@broken crescent I think you should just wait for LP update

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I'm currently experimenting with Unity jobs and burst for enemy AI and after that I'll do update the caching to minimize the performance hit of searching object

broken crescent
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Ah, well I didn't see that until after I already coded the quick (practically two lines of code) fix. It's non intrusive and only applies if needed, so I'll just leave it in for now I suppose.

The good news is it resulted in a 10x performance improvement with the modpack I was testing

sly jolt
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oo

broken crescent
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v1.3.7 going live shortly

ivory pivot
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Sadly 1.3.7 did not help in my case, I'll just run without Selenes choice or lethal moon unlocks

broken crescent
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That's odd, I didn't see many places where that error could happen. Mind giving me your profile code? I can put it on my backlog

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I haven't seen anyone else report this so it might be a mod conflict of some type

ivory pivot
broken crescent
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Ah fair enough. I'll take another look at it next time I'm in there then in case I missed something

ivory pivot
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simple way to recreate is to install selenes_choice and type in something that isn't a command

light girder
ivory pivot
subtle mulch
light girder
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@broken crescent Happy to see the big bug fixing and optimization update, so the lower fps from GI in multiplayer was a vanilla issue relating to how reverb triggers handled the monitors I take it?

ivory pivot
light girder
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Thank you Zeekerss

subtle mulch
light girder
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I was wondering why GI caused lower fps than OpenMonitors, never would have suspected the reverb triggers were going brrrr

ivory pivot
broken crescent
subtle mulch
light girder
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Which is why for example Artifice would lag without VanillaMoonsLagFix solo but would suffer in Multi

ivory pivot
subtle mulch
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I have Terminal Formatter

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TerminalConflictFix

broken crescent
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What bugs me is a lot of people still insist GI is the one at fault for their performance issues. I mean they might be right, but I don't get why I haven't seen any of that myself after all the profiling I've done

subtle mulch
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Uhhh the LGU Dependecy, Interactive Terminal API

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I'm guessing your issue is a conflict between three or more mods, not just Selene's/LMU and GI

light girder
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And maybe anything else that might just overlap in Multi

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I know Better Monitors is the main thing that should cause Overhead

proven vector
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oof, terminal broke for me with new update from GI also

light girder
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Oh was your FlashlightFix no longer needed? ;o

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Just noticed the stuff for that is gone now in the config

broken crescent
light girder
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Wait nvm it's there my bad

light girder
real grove
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Latest General Improvements update is incompatible with Celestial Tint's moons. The skybox generates but the moons don't

light girder
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That doesn't even make sense

light girder
real grove
ivory pivot
light girder
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It would need to be some other mod

real grove
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without

ivory pivot
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I highly doubt it's GI causing your missing moon

real grove
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with

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And the only difference is GI disabled/enabled

prime glade
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@broken crescent most recent update you pushed is now spam-flooding this endlessly in my logs as soon as I loaded into my ship

light girder
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It's probably a conflict with the new update preventing things from loading

prime glade
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and I can't even use the terminal, enter key does nothing lol

real grove
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And I also get this error in the logs

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Don't know if it's related or not

light girder
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Hmmm so using the Sales Monitor breaks things

broken crescent
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It might be yeah

light girder
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I don't use it so that's probably why my pack is fine

ivory pivot
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Same lmao

light girder
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Try removing the Sales Monitor for now

prime glade
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I am in fact using the sales monitor, but it wasn't displayed where I had originally set it, and instead it was a second "profit quota:" monitor since this new update

light girder
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Until Shaosil fixes it

light girder
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Can you both post your full logs for @broken crescent to look at?

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Logs will help him hopefully hotfix this quicker compared to screenshots

real grove
prime glade
light girder
prime glade
light girder
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I've never had an issue with sales in the terminal

light girder
real grove
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Checking right now if the Sales Monitor was the issue

light girder
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Mods compiled before V50 are a mixed bag

real grove
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yup it was

ivory pivot
prime glade
prime glade
real grove
prime glade
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I suspect either Surfaced or Code Rebirth, because the sales are listed onto the correct item in the store UNTIL 'Pickle on a stick', 'wallet', 'hoverboard' in the list

real grove
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Don't know if it even works on v62 tho lol

prime glade
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any sales below those are assigned to the wrong item

short frost
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It's neither surfaced or coderebirth whatever you're having problems with

prime glade
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I have no other leads besides that

real grove
short frost
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Because if its coderebirth or surfaced, then u can blame lethallib lol

prime glade
short frost
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And I don't think anyone reported those betore

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So it's not those two, I also manage surfaced, so I can guarantee it does exactly what I do

light girder
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I use both and have never had sales issues

prime glade
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well lategame upgrades adds items to the store as well, and the incorrect sales assigning issue didn't occur before I got surfaced or code rebirth

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so I have absolutely no clue what could possibly be causing it then

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all I know is, generalimprovements sales monitor ALWAYS shows the correct sales

light girder
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I mean LGU just did an update today that fixed something relating to that

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So

prime glade
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while the terminal doesn't about halfway down the listing

light girder
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It was likely LGU before

prime glade
light girder
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In the changelog for LGU

prime glade
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it wasn't even the upgrade that changes how many sales can occur at once

real grove
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Have a terminal kitty guys

prime glade
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I believe that would be Better Bargaining

light girder
prime glade
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I guess

light girder
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All I can tell you is

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it's not Surfaced or CodeRebirth like @short frost said

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Cus if it was I would have noticed it a long time ago

prime glade
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but you ALSO have LGU don't you?

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so if it was LGU, you'd have noticed that a long time ago as well theoretically

light girder
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I don't use a lot of stuff LGU has

prime glade
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huh

light girder
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Yeah I tried the market related upgrades a few times and

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They never felt worth it to me

hollow blaze
narrow oriole
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I'll be using it next time I play I think, so I can see if I run into anytime unexpected

hollow blaze
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alright thanks

broken crescent
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OH I know why I broke the sales monitor... dumb if statement backwards logic

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Sigh. Every update

light girder
broken crescent
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v1.3.8 going live shortly

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The fix ๐Ÿ™„

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Oh I guess I should tag @real grove and @prime glade

prime glade
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hurray

idle valve
light girder
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1.3.8, the issue was the sales monitor breaking.

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If you use Gale Fetch mods

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R2 check for mod updates

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it just appeared

idle valve
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Oh sorry, I didn't see the previous messages, I'll try.

light girder
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Before reporting an issue you should see if it's already been solved

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๐Ÿ‘

idle valve
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Well yes. The bug was fixed with the latest update. I blame R2 for not showing updates faster lmao

light girder
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If not I would love to know the specific monitors that might cause fps loss when they update

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Actually @broken crescent Did they ever use Reflection before you removed it? Cus that might explain them being more optimized now in your tests lol cus I don't see you mentioning anything about optimizing them

broken crescent
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I don't think I used reflection in any of my monitors. There were a couple one off monitors that I had optimized at some point by having them update less often, but when they're just sitting there without updating, they should have zero effect on performance. So the animated ones like fancy weather could affect performance slightly, or monitors that update often. Credits I think is on a 1/4 second timer also, and the door power updates fairly often if the doors are closed, stuff like that

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I understand the camera.Render() has a performance hit, but it's not being called every frame or something

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But of course UseBetterMonitors=false is better for performance

light girder
broken crescent
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Technically yeah but honestly I won't do that, that would mean canvases on some and material renders on the other, a bit goofy

light girder
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Fair lol, it was more of a thought for if you want an inbetween for better performance at the sake of it looking a bit odd

light girder
broken crescent
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Yeah I didn't quite get a chance to debug that in particular, I doubt it fixes the problem but I guess at least you can shut it off now

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Good old recursion

light girder
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Yeah, ButteryFixes includes an alternate method for auto collecting dead bodies that doesn't rely on patching BeamUpPlayer functions and I've not produced it with that so I almost wonder if there's something weird that randomly happens regarding how it's patched like an edge case that triggers at random

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It's one of the strangest bugs I've experienced

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XD

dawn rover
light girder
dawn rover
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oh my god I'm not the only one with that ๐Ÿ˜ญ

light girder
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It's only ever happened with GI or CollectYourDead

light girder
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if you need auto body collection use ButteryFixes instead as it seems to do it in a safe way

dawn rover
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alr alr, I've already got butteryfixes installed but that collection ui bug was such a big problem for my group

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for a while, iirc around when v49 released it was going off every few moons

light girder
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Yeah disabling the GI feature for auto body collection should fix it

dawn rover
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had to restart every time too ๐Ÿ˜ญ

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alright, I'll do that LOL

light girder
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Yeah it's been plaguing my group too

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XD

dawn rover
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does it only affect the host for your group as well?

light girder
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Nah, it would affect the host and would be random which clients were affected

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Some clients wouldn't have it some would

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Sometimes it'd be everyone

dawn rover
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interesting

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whenever we had the bug it would only ever affect me, no one else got it ๐Ÿ˜ญ

light girder
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rng I guess

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XD

dawn rover
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guess so LOL

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btw is the fix for this in butteryfixes enabled by default?

light girder
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Yeah

dawn rover
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alr alr good

short frost
dawn rover
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mmmm alr, that lines up with my stuff, maybe CollectYourDead was the one making it happen for other clients too in Lunxara's case

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unless yall weren't using it then

light girder
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Nah it's happened for us with GI, maybe MoreCompany causes clients to be affected sometimes too

dawn rover
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maybeee but not sure

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we use morecompany too

finite bough
light girder
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Only GI and CollectYourDead

finite bough
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It only lasted until we went to orbit.

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Can it be turned off from butterys?

light girder
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I mean did you ensure you had the option disabled in GI?

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The update doesn't set it to false by default

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You have to change it manually

finite bough
light girder
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@sour rain Time to add a config option

finite bough
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Yes please ๐Ÿ˜† be like GI save our ear drums

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It was on my top hyped fixes for GI. Delayed my lobby start by a couple hours when I saw GI updated and made some big last minute changes to get it back in. I missed my wall of monitors! Thank You for updating!

Re adding the wall of monitors with Wider Ship mod made my friends think we got promoted!

light girder
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If you had performance issues with it before you still will

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The optimizations were to fix a vanilla issue with reverb triggers, that for some reason was just more prominent with GI installed

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Also that wider ship mod looks so weird to me

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I'm not a fan

finite bough
light girder
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Maybe the reverb triggers were why Better Monitors used to have so much overhead

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I'll have to test

finite bough
finite bough
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Honestly I made this mod pack tonight as a funny haha pack with some cursed Scrap theme as a change and it ended up running so nice!

Oh only issue I ran into was I as the host couldn't beam in with the inverse but a reset fixed it.

light girder
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I definitely notice it feels way worse with BetterMonitors still

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I also just realized my ship looks really weird now with all those extra screens XD

light girder
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I'll try removing the monitors that update a lot and see if it helps, compared to my old config since new options were added

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Yeah it was one of those 2 monitors

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I like the Danger Level one a lot

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Looks cool with Solar Flare ngl

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lol

cosmic mirage
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Are you talking about problems with these reverbs like in mineshafts that sometimes sound like in multiple layers?

cosmic mirage
cosmic mirage
light girder
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Yep

cosmic mirage
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Oh, the monitor, my bad ๐Ÿ˜‚

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Could've just read one more line

light girder
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Sales monitor was also the one causing me to get lower performance when restoring better monitors, fixed it by removing it and switching it to the Danger Level one

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Which I like the Danger Level one more anyways

cosmic mirage
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I'm actually not even using BetterMonitors, I just don't know what to do with that many monitors!

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I just like to place my Terminal in a 45ยฐ angle in the left corner next to my monitors/lever which is possible thanks to GI!

light girder
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I mean if you want some of the functionality they add but not the extra screens you can enable better monitors but set add more better monitors to false

cosmic mirage
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What functionality do they give? I'd love things like seeing them when I'm dead, other than that idk

light girder
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I mean better monitors without the additional screens will give the improvements to the screens where the background color doesn't float lol

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Vanilla is a bit bad in how it does some of that stuff

cosmic mirage
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Wait, so I might be using Better Monitors, just not the additional ones probably? Sorry, I'm not in-game right now.

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What kind of an issue is it with lightning strikes hitting your shovel after inverse teleporting btw? I don't know, we got that one time playing in a mansion.

broken crescent
ivory pivot
broken crescent
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Sure thing, that's one of my todos for new monitor ideas actually

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I'll have it in the next update

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(he says, hopefully)

ivory pivot
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oh perfect! yoiled
as I said it's no rush, just a QoL

sour rain
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i did make a change to the behavior in some recent patch (i believe, unless i haven't pushed that to thunderstore yet)

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and i could revert to the old behavior if there is suddenly an issue

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i'm still waiting for somebody to provide a log of it happening without generalimprovements being installed

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although that reminds me

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now that generalimprovements' version works i need to make it auto-disable again

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our patches shouldnt be conflicting with each other but both at the same time are not necessary

ivory pivot
# sour rain our patches shouldnt be conflicting with each other but both at the same time ar...

Could the problem be some of the mods that add fixes messing with the body in such a way that it tries to exist both where it was teleported from and the ship?
Either clipping fix, orientation fix, or accidental desync between host and clients where the client tells the host the body is in one spot but the host register it in another and it just keeps sending that back and forth?

finite bough
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Also one cool setup I do is I left 3 monitors off ( 1 on each section) to make it give off a slight vibe of hey big computer that doesn't fully work lol.

A cool monitor idea!!! @broken crescent
Have like a broken monitor option or like a still Glitched looking screen.

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Then when people don't want to use all they can just add slight cosmetic to it for a better look of a partial broken system that fits the lethal company feel.

sour rain
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so unless a mod was crashing the function halfway through there's nowhere it should get stuck in a loop

ivory pivot
sour rain
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when scrap gets brought into the ship vanilla, it calls a function that sets its properties to "inside the ship" (which prevents it from despawning at end of round), and then calls another function to display it on the scrap collected screen

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that second function that displays it as collected adds it to a list of scrap collected that round and bails out early any time it gets called again for an item already in that list

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the only way it could be collected more than once is if the second function crashes before it adds to the item to that list

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since i just use the vanilla function, the same bug would still apply if someone manually carried back the body or placed it in the cruiser and magnetized it

broken crescent
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I'm finally trying to optimize Better Monitors as much as possible. I removed all custom render code and changed it to defer the rendering to the camera itself and let the HDRenderPipeline do all the work, as well as limiting the update to 1 extra render per frame max.

This seems to have helped, but I do notice while profiling that on the frames where it updates, it runs the GC a couple thousand times and adds a tiny bit of unexpected overhead (only about 4-5ms)

Just wondering if any of you nerds know why this might be happening. ๐Ÿ˜›

For technical context, I have 14 materials, and 14 render textures, and one inactive camera. When it needs to update a monitor, it moves in front of it, sets the render target to the active monitor material, and enables itself for a single frame

broken crescent
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I shaved a couple ms off by having a disabled camera for each screen, then just enabling the one that needs to update for one frame

Still does a bunch of GC for a 3-4 ms but I assume that's not a big deal, despite being messy

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I highlighted the points at which the fancy weather monitor is updating

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wee little blips ๐Ÿ™‚

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0.047ms

Current frame accumulated time:
0.869ms for 44 instances on thread 'Main Thread'```

Looks like it's related to a bunch of VolumeComponents being enabled, but I do have all volume masks disabled on all of the cameras
light girder
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Weird

light girder
broken crescent
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I have a lot more coming than just that too ๐Ÿ˜‰

narrow oriole
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3-4ms total in your whole profile? I would assume that's not per frame unless it's deep profiler overhead making it run really badly

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also I assume the camera has no children? it does seem odd for it to be calling Volume.OnEnable if not though

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one thing you could potentially do is use a hook (via your mod or UnityExplorer) to print the path of the volume in OnEnable

broken crescent
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The 3-4ms is coming from 2,000 garbage collection calls in a single frame when all that Volume.OnEnable mess happens (see the junk with all the red GC calls in the frame above?)

The camera has no children, so yeah I might have to dig in to this to see if I can improve it further

narrow oriole
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3-4ms in a frame is an insane cost, I would expect that to be very noticeable in game thonk does it feel like it regressed?

broken crescent
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You can see the profiler above doesn't have any big lag spikes so it's not really noticeable when it happens once every once in a while. It's definitely better performance than it was when I was manually copying the texture over myself

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It seems to be from those 40-50 volumecomponents

narrow oriole
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so maybe it is deep profile overhead then?

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hopefully so

broken crescent
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Sadly I had deep profiling off and was using profile markers lol

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I'll turn it back on to see if I can trace it down

narrow oriole
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oh

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hmm

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did you compare total frame time on a monitor render frame before and after then? I wonder if it's an improvement with all that gc

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but either way, would be very good to see if it can be prevented, it might be drastically better without that

broken crescent
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Hmm let me do that real quick

narrow oriole
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if you want you could send me the build with the new system and I could take a look too

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I'm very curious about this

broken crescent
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The old system has the same overhead for calling manual Camera.Render(), just in a different spot

broken crescent
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There's some other stuff in there too, namely profile markers in the pre-deploy build which you can use as well if needed

narrow oriole
broken crescent
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Yeah

narrow oriole
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iinteresting

broken crescent
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Seems to happen any time the camera spins up

narrow oriole
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that's quite curious, because in OpenBodyCams, I observed a significant increase in fps by using Camera.enabled instead of Camera.Render()

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I wonder if it's having to use a different render pass for your camera because it's so different from the gameplay camera Hmm

broken crescent
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it's only for a single frame when it turns on for the first time, but in my case that happens each time I need to take a "screenshot"

narrow oriole
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right

broken crescent
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The profiler looks like it's using the same render pass as the rest of the game

narrow oriole
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I had OpenBodyCams doing something similar by limiting the framerate of the body cam

broken crescent
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It's part of the first major render call

narrow oriole
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that might not mean that it's the same pass

broken crescent
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fair

narrow oriole
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it should be calling RenderPipelineManager.beginContextRendering once if that's the case

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lemme see if I can find out

broken crescent
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I'm going to check out deep profiling real quick as well

narrow oriole
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could you send a config too? I don't think I have monitors set up yet in my profile

broken crescent
narrow oriole
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ty!

broken crescent
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Looks like it might be creating an HD camera from scratch each time

narrow oriole
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oh boy

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lemme check the decomp on that

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oh well on the bright side, looks like Render() is a render pass, so if it's only called once in a frame then it is just one pass

broken crescent
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Ok. It seems to be cleaning it after rendering it, which removes it from a cached dictionary and has to recreate it each time it get re-enabled

narrow oriole
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yep

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looks like GetOrCreate is public, so you could potentially just instantiate the HDCamera and set it persistent

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if we're lucky that just removes all this wasted time

broken crescent
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I'm not sure that would solve the cleanup it does when detecting if an HDCamera has been used for 2 frames?

narrow oriole
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where is that?

broken crescent
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HDRenderPipeline.Render()

narrow oriole
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oh, check out CleanUnused()

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you'll see what I'm talking about

broken crescent
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isPersistant eh, ok let's see

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Looks like I can set AdditionalCameraData.hasPersistentHistory

narrow oriole
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hopefully there's not some other function hiding away that'll delete them, but it seems to make sense that that would work

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oh?

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that doesn't sound related to me but I may be wrong

broken crescent
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It's one of the flags that gets checked when adding a camera to be cleaned up

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Still looking though

narrow oriole
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oh

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lol I'm dum

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that would work too

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I just looked at the if statement and glanced over that flag

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either way works really, I guess

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I should test out this flag and see if it fixes something for OpenBodyCams as well Hmm

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fps limiting always screwed with the custom pass and made it flicker

broken crescent
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Ah yeah that's annoying

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Rendering is hard lol

narrow oriole
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oh, isPersistent is internal

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I guess hasPersistentHistory is the way

broken crescent
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It worked!

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No more overhead

narrow oriole
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ooo nice!

broken crescent
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Thanks for your help ๐Ÿ‘๐Ÿผ ๐Ÿ‘๐Ÿผ this should help a lot of people

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Camera.GetComponent<HDAdditionalCameraData>().hasPersistentHistory = true;

ivory pivot
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this isn't the cause of [Error : Unity Log] Can't remove Camera because HDAdditionalCameraData (Script) depends on it
is it?

narrow oriole
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I'm curious, how hard would it be to make the old version render one camera each frame (not max, just always) so you can test fps before/after and see the improvement?

narrow oriole
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probably some mod being silly

broken crescent
broken crescent
narrow oriole
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fair fair

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if the profile says it's better then that's good enough ๐Ÿ‘

broken crescent
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Yeah check this out, those SetPass spikes on the bottom no longer bleed into the CPU usage

narrow oriole
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oo very nice

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lemme test this out in OpenBodyCams, this might be big

broken crescent
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Hope so!

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Oddly I do have the HDAdditionalCameraData script attached to the cams in my asset bundle but I can't see its properties, or I might have found this a bit easier

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Had to go digging through decomps ๐Ÿ™„

narrow oriole
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yeah HDRP stuff shows up under the normal settings for the components they're attached to

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it was a bit weird to me at first

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it also has a setting that hides the majority of them

broken crescent
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Ah. Well that's confusing

#

Also if anyone is curious what my asset bundle looks like lol

narrow oriole
#

definitely seems much more convenient to hook up an array of cameras rather than having to copy transforms around lol

broken crescent
#

My MonitorAPI will also include an associated camera now as well

#

Yeah.. I thought it would be less performant that way but of course it won't be if they're all off

#

I think

narrow oriole
#

oh wait that's perfect for something I was thinking of adding

#

I needed to overlay some text

#

although I'm not sure how to do it without being disruptive

#

I also haven't screwed with text rendering at all yet so we'll see

broken crescent
#

I might increment the minor version for these updates xD

#

Feels substantial enough

narrow oriole
frigid bramble
#

will this fix the thing where you can still see the ship inside cam behind whatever monitor is replacing it

broken crescent
#

No, I don't touch material textures unless you set UseBetterMonitors = true, but with this update, I'd recommend switching over to that since it will be much more performant in theory

frigid bramble
#

i was originally but i switched off of it because it feels like the text is blurrier at a distance

broken crescent
#

That should be fixed a few versions ago when I added the PlayerHealth monitors, I doubled their resolutions

frigid bramble
#

alright i'll give it a try in the next version

narrow oriole
#

huh

#

blurry at a distance sounds like a mipmapping issue

broken crescent
#

I have mipmaps disabled for those render textures, and it used to be 128x128 so I could see that happening

broken crescent
proven moth
#

since ur revamping BetterMonitors a bit, will the grey trim and the glow able to be fixed ๐Ÿฅบ

broken crescent
#

Not sure what you mean

proven moth
#

BetterMonitors on has the small monitors lose the grey on them and the glow when the lights are off gets cut off a bit

narrow oriole
#

I think the trim is a material issue, in vanilla it appears more metallic

#

or..more gray perhaps, not sure

proven moth
#

for reference

broken crescent
#

I don't completely see the issues, but that's strange if the materials are different as I'm just copying it to the new object

#

Also those are the same pic lol

proven moth
#

(Yeah its a little nitpicky)

broken crescent
#

Oh nevermind I opened the wrong one

ivory pivot
broken crescent
#

Oh you know what that is? It's because with UseBetterMonitors = false, the screens are just UI canvases floating in front of black screens

#

So you're seeing the gameObject behind them

#

With UseBetterMonitors on, there is no floating canvas anymore

#

If you go to the far side of one you can see what I mean

narrow oriole
#

oh what the hell

#

setting hasPersistentHistory to true causes body cams capped at 70fps to drop from ~130 fps to ~124

#

but it does fix the flickering it seems

broken crescent
#

Hmm the cap doesn't work?

narrow oriole
#

nono, 130 and 124 is game fps rather than monitor fps

broken crescent
#

Oh gotcha

narrow oriole
#

I just wasn't expecting it to regress the game's performance considering that you found it was doing a bunch of instantiation work

broken crescent
#

I wonder what those extra frame drops are caused by

narrow oriole
#

maybe the custom pass is just that heavy that it not doing it properly for every other frame increases fps

#

my initial estimate seems like it might be on the pessimistic end though, so I think the regression in perf is worth it to fix that flickering finally

broken crescent
#

Fair enough

narrow oriole
#

I'm very glad to finally have a solution to that, it's been an issue I've put off fixing for a long time thinking I'd have to duplicate the custom pass

frigid bramble
#

wait so we can have an fps cap with no performance hit now?

narrow oriole
#

well, I just tested with 70fps cap and it regressed performance by about 4%, but it will no longer have the volumetric light flickering

#

I'll test with a lower cap now

#

probably should post the results in #1199570032196333648 instead lol

frigid bramble
#

ping me when you have the results please

narrow oriole
#

oh, I had my game's fps cap enabled facepalm

broken crescent
#

lol, so the 4% isn't a thing?

light girder
#

@broken crescent Any eta how quickly it will be before we get the optimization update? I'm excited for this one yoiled

narrow oriole
broken crescent
light girder
#

;o

short frost
frigid bramble
#

oh that's a good idea

broken crescent
broken crescent
short frost
#

ye that's fine, i wouldnt know how to do ascii art rn anyway DogeKEK

broken crescent
#

If you happen to keep using the old style monitors

frigid bramble
#

i probably will switch if the resolution and performance are better, but that's good to hear anyway

ivory pivot
#

Crew location monitor? Inside/outside
Proximity monitor? Life signs outside?
Custom effects monitor? Just for looks? So something like how Solar flare looks like? Cracked monitor?

broken crescent
#

Adding a couple of those to my backlog lol

ivory pivot
#

Would be cool to have something that adds an advantage like some of the ones I wrote be configurable to be locked and able to be bought through the store

broken crescent
#

Store integration would be cool but that needs a lot more code than I have for the next patch

ivory pivot
broken crescent
#

One down

#

I might just have it say "Company Rate"

ivory pivot
broken crescent
#

It pulls from StartOfRound.Instance.companyBuyingRate

ivory pivot
#

Perfect, then it's probably going to be compatible with mods that alter the rateperceive

broken crescent
#

I have it updating in many locations wherever that variable changes in vanilla, so as long as the mods update it before my monitor updates, it should work

#

Guess we'll see

ivory pivot
#

We can yell at Robyn in #1173632636120473712 if not

broken crescent
#

So for a "day's profit" monitor - should I dynamically update it as people bring things to (or out of) the ship, and reset it in orbit? Or keep it at 0 when landing, and update it only on orbit based on the scrap difference in the ship?

frigid bramble
# broken crescent

i feel like it should probably be in all caps to match the other monitors

frigid bramble
broken crescent
frigid bramble
#

also how does that colored percent interact with mods that can set the value above 100%

broken crescent
#

It will just be green if it's >= 1

ivory pivot
#

Would it be possible to highlight another color above 100? To catch attention?

broken crescent
#

Sure I'll make it teal or something

broken crescent
#

well that's all I have time for today (for now). Got a lot accomplished if I do say so

narrow oriole
broken crescent
#

I assumed greater than

narrow oriole
#

I'm curious, what does this new system do if a more than one change is queued per frame?

#

does it have a way to handle one monitor being requested to change multiple times in a row?

#

(I'm assuming it's using something like a queue since you mentioned it updates one screen per frame now)

broken crescent
#

Exactly, I use a queue and pop one per update

#

And if you're outside the ship, one monitor can only have one update that gets queued for when you get back

#

It's always the latest

narrow oriole
#

nice, that sounds perfect

ivory pivot
limber depot
ivory pivot
proven moth
#

doesn't LGU have something that can do that

frigid bramble
#

BuyRateSettings

cold minnow
#

Haven't touched lethal in a while and this is one of my favorite mods, last time I checked it seemed to have some fps issues, are they currently fixed? Any issues that I need to be aware of?

toxic summit
#

mod runs pretty good, better monitors has a tiny bit of additional slowdown that imo isn't noticeable, u can make that issue a little better by changing the sales monitor to something else like the danger level

apart from that i don't think there are any problems, just turn off features that could be handled by other mods to prevent the fixes from overlapping

cold minnow
#

Fair enought, what is this mention of the sales monitor?

#

Causes some lag you say?

toxic summit
#

the sales monitor is acting a little weird and causes a bit of slowdown

cold minnow
#

I see thank you

marble pagoda
#

my framerate decreases from 90fps to 60fps when using better monitors..

proven vector
#

There is an update planned to optimize the monitors soon

marble pagoda
broken crescent
#

Y'all might get lucky, I was up in the middle of the night last night and felt like coding so I got the final couple of new monitor types coded, pending testing. Then I found some time today to code the final target feature of v1.4.0

So if testing goes well I'll plan on releasing it on github within a day or two for testing to make sure I didn't miss something big

thin pecan
#

Hopefully this fixes the ship frame drops

#

My friend couldn't even move in the ship last time we tested

#

It was a frame slideshow

light girder
#

You should only have lower fps right now if you use Better Monitors, and the next update is gonna optimize those

#

I'm excited

#

I love Better Monitors

thin pecan
#

Me too

#

Fancy weather monitor my beloved

broken crescent
broken crescent
#

It could also have been combined with those reverb triggers in vanilla I fixed, I think in multiplayer that lags exponentially

limber depot
broken crescent
#

That's really hard to say, those are boogers to track down. But maybe

broken crescent
#

For an average scrap monitor, should it display decimal places or round down/up?

frigid bramble
#

what is an average scrap monitor

broken crescent
#

A new monitor that will show the average scrap you collect each day

frigid bramble
#

oh, definitely rounding then

broken crescent
#

So v1.4.0 is now on github. I'll let anyone of ya'll who are interested play around with it, and if I don't get any major bug reports with it, I'll release it on Thunderstore at some point tomorrow. Enjoy!

https://github.com/Shaosil/LethalCompanyMods-GeneralImprovements/releases/tag/v1.4.0

GitHub

v1.4.0 - More monitors, better performance, and weather multipliers

Further optimized the better monitor rendering system, resulting in a decent performance boost when UseBetterMonitors = true.
Ad...

#

Don't forget to grab the assets file as well since it has changes

light girder
light girder
#

@broken crescent Found a bug with 1.4.0, monitor 14 is set to none in my config but is showing Total Deaths

broken crescent
#

I tested None showed blanks before releasing it though so I wonder what's going on here. Could you pass me your config?

cloud gate
#

i think i have that same problem before long ago, the setting is none but ti was overlapping with somethng else
so i just regen my config and somehow its weirdly fixed

broken crescent
#

In past versions if that occurred it would have been caused by a different problem (I think), but now that I'm using a camera per monitor I'm really curious why one would be duplicated. Hmm

broken crescent
#

Oh it's worth noting that one of my GI ClientRPC calls that occurs on client join is modified so it may not be cross compatible with older GI versions if other players are using them. But I guess that would happen in the past if I'd update those too

cloud gate
broken crescent
#

Just fixed a bug with the ship scrap monitor displaying values OUTSIDE the ship instead lol. Fixed in the updated 1.4.0 github version above.

broken crescent
broken crescent
#

Yeah if you leave all monitor settings default it won't change anything

pseudo field
#

Do yall think GI is good to use without kill frames now? I had swapped it out for a bunch of other mods a while ago because of that

broken crescent
#

I'd wait for 1.4.0 which will release either today or tomorrow, there's some major performance improvements around better monitors in it

pseudo field
#

@light girder sorry for the ping but you seem to know the most about this, is there is an up to date list of features that cause lag?

#

or caused

light girder
#

I changed one of them to be Day's Profit to test it

#

And then got the duplication

broken crescent
#

Oh good so 14 was set to total deaths?

light girder
#

I had 14 set to none

#

For some reason it duplicated as Total Deaths for me yeah idk why

broken crescent
#

Is it consistent?

light girder
#

Looks like you did the same setup on your end though and it didn't happen

#

No idea, I just know I changed the Door Power monitor to the Day's Profit one and then 14 said Total Deaths lol. I prolly should have checked if it changed my option for monitor 14 XD

broken crescent
#

That's weird lol. I guess let me know if it happens again, if not I'll assume it was a one off

#

Hopefully

light girder
broken crescent
#

Hmm could be

light girder
#

Since it was fine til I changed the one monitor lol it was odd

broken crescent
#

Totally off topic but it's roller coaster day y'all ๐ŸŽข

light girder
#

Ooh

grand umbra
#

~~GI error while trying to execute view monitor ~~

broken crescent
#

That error log is a bit confusing but it looks like the mod at the top of the stack track is TerminalStuff

grand umbra
#

oh you're right

#

i did not check that

#

time to forward it to the right thread then, sry

broken crescent
#

No worries!

#

Out of curiosity, how many of you had a chance to test v1.4.0 with the GitHub release? I know that's not a common way of testing so I'll probably end up releasing it later today even if only 1 or 2 people looked at it ๐Ÿ˜

#

The story I'm going with, as always, is "works on my machine"

short frost
#

I test in production

broken crescent
wet fox
#

When in orbit, would it be possible to display "Time: ???" instead of falling back to "Ship monitor x"

broken crescent
#

When working properly, it would show TIME: (PENDING). So that's probably a bug or mod conflict. What version? Any error logs?

wet fox
#

let me test with just GI. I was testing with Imperium enabled (which messes with a bunch of stuff)

#

I disabled Imperium and it works now ๐Ÿค”

#

false alarm I guess :P

broken crescent
#

Well that's good I guess sorry lol, mod conflicts are tricky

wet fox
#

yeah for sure lol

wet fox
broken crescent
#

Interesting, ok

wet fox
#

I wasn't even trying to replicate the bug and it happened... now that I'm trying to investigate, it doesn't wanna manifest itself anymore ๐Ÿ˜‚

broken crescent
#

Every. Single. Time

wet fox
#

๐Ÿ™ƒ

broken crescent
#

I wonder if that would be fixed in 1.4.0 with the new rendering code

#

Though I've never seen that happen myself and I have time on all the time

#

Shrug

wet fox
#

First time I've run into this issue. My friends and I have been playing with GI for a couple weeks now

#

OH it happened again. This time with all my mods from my modpack.

broken crescent
#

It's odd that it would revert to a "screenshot" after other renders have taken place, I don't see how that initial image could stick around after the first update. I still think another mod may be causing it somehow but..

wet fox
#

The only error I'm seeing is related to ShipLoot:

[21:51:41.3115490] [Error  : Unity Log] NullReferenceException
Stack trace:
ShipLoot.Patches.HudManagerPatcher+<ShipLootCoroutine>d__5.MoveNext () (at <4fe3eb9510bd450291034b3e19ef9fe4>:IL_005C)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
light girder
#

ShipLoot is very old so I'm not too surprised

wet fox
#

Is there a better alternative?

#

maybe I overlooked a setting in GI

light girder
#

I just use the scrap monitor in GI nowadays

wet fox
#

hm

light girder
#

ShipLoot always felt kinda cheaty

wet fox
wet fox
#

modpack code: 0191afa1-a30d-c4ae-2c2b-56054afa3662

light girder
#

@broken crescent Hope the update is gonna go live on Thunderstore soon, need those optimizations yoiled

broken crescent
#

I've been out at an amusement park all day but tell you what, I'll remote in to my desktop right now and deploy it ๐Ÿ˜‚

#

Give me like 2 minutes

light girder
#

Oki lunxara_love_with_tail

broken crescent
#

Well plus it takes forever to go live

light girder
#

Hope your amusement park day has been going well

#

๐Ÿ˜„

broken crescent
#

Tooooo many people. But we had fun

light girder
#

I feel that lol

broken crescent
#

Tis pushed

#

Give it 15 or so to be live

#

Hopefully I didn't break anything big

rain marsh
#

I can't get hidden moons to show up in the terminal, even with the setting set to "Always". I'm using darmuh's terminal mod, but I've already ruled that out as the conflict.

#

Any known issues with this that I should look into first?

light girder
#

Use Mrov's DisplayAllMoons mod or MoonUnlockUnhide

rain marsh
limber depot
broken crescent
#

And nearly an hour later it's still not live -_- come on Thunderstore

light girder
#

Btw for compat with WeatherRegistry if I wanna use the stuff from GI, guessing I just need the values in WeatherRegistry to equal the vanilla ones

#

Cus I like that you got Apparatus multipliers going

broken crescent
#

If you leave the gi configs for multipliers alone it won't make any changes

#

Oh I see

#

Yeah probably?

light girder
#

Yeah, I was saying if I wanna use GI's stuff over WR's I imagine the same principle would apply

#

Ye

wet fox
#

Does the "unknown"/"uncertain" weather from WeatherTweaks work with the GI weather monitor?

#

cuz last time I tried, it revealed the real weather of the moon while in orbit

broken crescent
#

The weather monitors will always show the current weather for now

rain marsh
#

There isn't a config option to disable the health station, is there?

broken crescent
#

There is, in fact it's required if you join a lobby that doesn't use it

rain marsh
#

Ah, on the mechanics page. Solid.

low gyro
proven moth
#

๐Ÿ”ฅ

light girder
#

@broken crescent So uhhh what exactly do Dailly Profit and Average Daily Scrap do?

light girder
#

lol

proven moth
#

Updated

#

and turned on BetterMonitors

light girder
#

It's fine for me though wahhh

#

Anything in your logs?

frigid bramble
#

im getting this too, it's because the monitor placements are different for bettermonitors and the regular monitors

light girder
#

Looks fine for me

proven moth
#

How much money you made and average scrap you collect each day btw

#

yeah bc ur using more monitors

light girder
#

Yeah so something is broken with Better Monitors with more Better Monitors false then

#

@broken crescent

light girder
#

Probably an accidental oversight tbh

wet fox
light girder
#

So saying it's not broken when it was fine with 1.3.8 is silly

wet fox
#

yeah, it was fine on 1.3.8

#

the monitor ordering changed with 1.4.0

light girder
#

Ahhhhh

frigid bramble
#

the only issue is that the configs don't cleanly transfer from the regular monitors to bettermonitors. if you were using regular monitors and switched to bettermonitors they're misaligned. the monitors themselves aren't broken, you just need to update your config

proven moth
#

why do I have 2 External Scrap monitors though ๐Ÿ’€

light girder
#

So you just need to change how the displays are listed

frigid bramble
proven moth
#

Seems unintentional since it was specifically made when the MoreMonitors option was separated that you didn't need to change anything

wet fox
#

From the wiki:

Monitor reference (WITHOUT extra better monitors)

ivory pivot
wet fox
#

Monitor reference (WITH extra better monitors)

light girder
#

It's fine for me

frigid bramble
light girder
#

Looks like potential config corruption somehow

proven moth
ivory pivot
#

better monitors enabled befre update so everything is fine

frigid bramble
#

not sure what's up with the double monitor thing though that's weird

wet fox
light girder
#

I'm quite happy with how this looks, I have ImprovedClock now to see the clock while inside the ship

frigid bramble
wet fox
#

I'll just redo my config lol

proven moth
#

(It's not gonna fix it)

frigid bramble
#

?????????

#

after setting up my config how it should be on the other layout it just does this

#

i didn't restart the game, not sure if that matters yet

wet fox
#

yeah there's something really wack going on with the monitors

proven moth
#

I'm guessing it's because the update kinda uh

#

It's like MoreMonitors is there but not actually

north raft
#

I'm also having the issue where monitor 14 is duplicating a different screen. OBC issue?

proven moth
#

I have TotalDays on "Ship monitor 4" so it's on both the MoreMonitors' 4 and no-monitors' 4

wet fox
#

I set all monitors to "None", except for #5 (which is set to "Door Power"). ๐Ÿค”

(my MonitorBackgroundColor is 050505)

light girder
desert folio
#

I've got the same issue

north raft
desert folio
#

also, fps is way higher on 1.3.8. I have 120 - 140 fps on that version, and 80 - 100 fps on 1.4.0

light girder
#

Lower fps might just be cus you have a few bugged screens

desert folio
#

yeah, whatever caused the monitors to be bugged is probably also causing the fps hit

light girder
#

Monitors are fine on my end, unsure why some are having issues

desert folio
#

have you tried with moremonitors off?

light girder
#

Nope

#

don't plan to

proven moth
#

Then you found why it works for you

#

๐Ÿ’€

light girder
#

But some people I saw reporting it being broken had them on

desert folio
#

it may be related to moremonitors

#

maybe not then

light girder
#

So idk

desert folio
#

it may be a mod conflict too

light girder
#

Hard to say

proven moth
#

Only one with an issue with MoreMonitors that I see in this chat is just 1 of the Monitors being duplicated

desert folio
#

dropping my modpack here in case it may help shaosil
0191b04a-1cd3-ac83-3535-2920ff4a3749

wet fox
desert folio
#

oh interesting

broken crescent
#

Just to be sure, if you're having issues and updated manually, make sure you've downloaded the updated assets file

desert folio
#

I updated through Gale

wet fox
#

same

light girder
#

You could try clearing unused cache

#

I always do that

wet fox
#

sha1sum of GeneralImprovementsAssets: 29f4a38e00f11eef4319ba64cccb3ebd486d6921
(same as the one from Thunderstore)

broken crescent
#

Hmm

#

I'll review the issues when I have time

#

Is anyone having issues also using r2modman?

#

With GI

proven moth
#

yes

real grove
#

I think there was an oopsie poopsie?

desert folio
#

NO SALES TODAY

real grove
#

Funny thing is the only monitor that is right is the internal cam lmao

#

Also, yeah, the FPS is way lower for me

#

I'd normally get about 260FPS, now it's 150

#

So back to 1.3.8 I go and wait diligently for an update lol

toxic summit
#

that's weird, mine hasn't changed after the update

wet fox
#

that's because you have "extra better monitors" enabled

real grove
wet fox
#

don't think so

toxic summit
proven moth
#

there is no relation

wet fox
#

but no, it's just a bug in GI, unrelated to the mod manager

real grove
toxic summit
wet fox
#

but, from what I gathered, some people are also experiencing issues even with MoreBetterMonitors = True

ebon nest
#

Would it be possible to have the position of the medkit be attached to the coils? It doesn't move with it with Wider Ship Mod enabled. Definitely not necessary, but it would be nice

broken crescent
#

Well AddMoreBetterMonitors is of course the one monitor related thing I didn't test, although I can't think of why that would matter offhand. I'll definitely do some testing of my own when I can

light girder
light girder
broken crescent
#

Turned off AddMoreBetterMonitors and immediately replicated it! I'll see if I can fix it real quick tonight

#

Oh I think I see the issue... hmm. it's related to having a camera per screen now and no longer moving a single camera around. I think I can fix this shortly

light girder
#

I had it happen again but it's very hard to replicate

broken crescent
#

I hope so

#

Fixed and deploying

#

It wouldn't be an update without a day 1 hotfix ๐Ÿ™ƒ

light girder
#

At least it was only monitor stuff, glad nothing else broke

broken crescent
#

Ok so let's see... @wet fox, @frigid bramble, @proven moth, @desert folio, @north raft. It should be fixed in v1.4.1 going live soon

broken crescent
#

That being said it would be cool if Thunderstore supported beta channels

wet fox
wet fox
broken crescent
#

Hmm so sometimes when you load the file the time doesn't display?

wet fox
#

I'm not sure when it happens, but I've managed to replicate it reliably by doing the steps you see in the video.

#
  1. start a game and pull the lever
  2. leave as soon as you see the "time" monitor update
  3. load the same save file
  4. observe that the "time" monitor now displays "Ship monitor X"

Edit: it also seems to happen when creating a new save after step 2 (but not always)

light girder
#

I've never had an issue with the time monitor breaking personally

broken crescent
#

Ok next time I'm in there I'll see if I can replicate it, otherwise I'll try to use your modpack

proven moth
#

ye update do work

light girder
# wet fox

Tbh I would recommend using one of the other displays over the time one and use TestAccount's Improved Clock mod now, cus it allows you to have the Clock while in the Ship and while Spectating

#

Also has a ton of customization options for colors

wet fox
light girder
#

@broken crescent I am very much wondering if this is an interaction with OBC now lol

wet fox
#

OBC?

light girder
#

Open Body Cams

wet fox
#

ah

#

I don't use that mod, but I can see how it could be interfering with GI's monitors

light girder
#

I'm kind of surprised you don't use a body cam mod tbh

wet fox
#

ยฏ_(ใƒ„)_/ยฏ

toxic summit
light girder
#

I have 14 set to none

#

I suppose I could set it as external cam though, I disable the cameras with LPR anyways lol

toxic summit
#

which monitor is your external cam on in the first place?

light girder
#

None

#

Lol

toxic summit
#

and what do you have as the index in your OBC config?

light girder
#

OBC untouched, it's always on 14

toxic summit
#

i'd try setting monitor 14 to something other than none, might help

#

maybe OBC doesn't like that it's put on a monitor with none, idk

narrow oriole
#

if everyone posts a screenshot of their issue along with a config that would probably help Shaosil out a lot

#

trying to guess what the config is based on a screenshot of a bug is gonna be tricky

light girder
#

Yeah I posted my screenshot and my config

narrow oriole
#

indeed, but the more there are the better so that he can correlate them

light girder
#

Good thing is, I have your color settings for the external cam pretty close in matching lol

#

It's very slightly brighter

#

XD

narrow oriole
#

my suspicion is that maybe setting a monitor to none is causing this to happen occasionally or something but we only have your config so far I think?

light girder
#

13 never does it

narrow oriole
#

some people had screenshots of issues with other monitors, those may be related

#

oh I guess I forgot Shaosil said he replicated that, never mind

narrow oriole
#

(just to be clear, not an OpenBodyCams issue, since that relies entirely on the API that I forced Shaosil to provide)

real grove
#

The FPS issue is still present in 1.4.1. Here's the full log but I haven't noticed any error spam

broken crescent
broken crescent
broken crescent
#

Man I've spent so much time profiling GI and haven't found any frames causing lag, none of GI's frames even show up in the frame debugger visually because they're so miniscule lol. I can see Better Monitors still causing more overhead than not using them just because of the nature of how they render, but I was unable to find GI at fault for any other performance issue yet

If you give me a profile code (heck and a save file if you have it), and let me know which part of the game you see issues with the most, I'll be happy to load up your game and profile it as well. Obviously I could be missing something

real grove
broken crescent
#

Ok thanks I really hope I can see it as well, I'll give it a test when I can. I'd love to figure this out

#

And to be clear this is simply by disabling GI?

real grove
#

Without GI it's more like 230

broken crescent
#

Wait so you have 100 LESS FPS after v1.4.0? That makes no sense ๐Ÿ˜‚

#

Anyone else having that issue?

real grove
#

But I can send screenshots with frame counter

broken crescent
#

No I believe you lol it's just bizarre. I'll check it out

real grove
#

This is with GI

#

This is without

broken crescent
#

Holy ๐Ÿฎ

#

I'm gonna be so mad (at GI) if I can't replicate that lol

real grove
#

and this is GI 1.3.8

broken crescent
#

... Huh. Well I'm glad you put the research in

real grove
#

Anything in the name of science ๐Ÿซก

short frost
#

how did 1.3.8 give performance

#

๐Ÿ˜‚

broken crescent
#

Right I'm so confused

real grove
#

I am definitely not complaining lol

narrow oriole
#

can repro on my machine as well

#

interestingly, my old config in my testing profile didn't seem to exhibit the same regression

#

gonna see if this is a config issue

broken crescent
#

I swear if it's some dumb thing like UseKgInsteadOfLb...

#

But yeah I could definitely see it being in some settings I didn't test

narrow oriole
#

my testing profile previously had better monitors + extra monitors with a lot of text monitors enabled

real grove
#

I only enabled better monitors and set some on, then disabled it to check if it's a BetterMonitor issue

#

Which it's apparently not

broken crescent
#

Well that's one good thing

narrow oriole
#

yep, copying the config into my test profile reproduces it

broken crescent
#

Ok good

narrow oriole
#

if I was smart I would've kept a copy of the old one lol

#

looks like if I set AddMoreBetterMonitors = true it goes back up to 250fps

#

this testing profile basically only has PathfindingLagFix, CullFactory, OpenBodyCams (cam disabled currently) and GeneralImprovements, so it should be pretty easy to set up a for profiling hopefully

real grove
narrow oriole
real grove
#

wait

#

the config didn't apply for some reason

#

let me reset

narrow oriole
#

I don't even restart to test and it goes back and forth between low fps and high fps

real grove
#

Nevermind, it does

broken crescent
#

huh why in the world would less monitors cause frame drops ๐Ÿคฃ I'll get this profiled asap

broken crescent
#

You know what... I think the cameras that are associated with those hidden monitors never get disabled and set to have persistent history, one of the main things that boosts performance in 1.4.0. I'll update that and see what happens

narrow oriole
#

hm, them not being disabled means the persistent history has no effect right?

#

but them being enabled certainly would explain a lot

#

they should probably be disabled by default in the prefab right?

broken crescent
#

(yep that was the issue, I'll deploy this soon)

Honestly I used to have them disabled in the prefab but I switched to doing it in the script for a couple reasons (1) laziness so I could see the materials in Unity, and (2) it gives that default "Ship Monitor X" if I leave them enabled for a sec

narrow oriole
#

ahh, fair enough on point 1

#

and the second one makes sense too

#

yep that was the issue, just disabled them all with UnityExplorer and it fixed the regression

#

well or the vast majority of it at least, my PC is loaded rn so it's not up to what I was measuring before so I can't say for sure it was everything

broken crescent
#

Well @real grove v1.4.2 is going live soon and will fix that, thanks for letting me know! A dumb oversight with the hidden cams not being managed ๐Ÿ™‚

real grove
narrow oriole
#

@broken crescent I think you may have broken the extra monitors, I'm testing 1.4.2 and it doesn't seem to respect the option

#

oh wait

#

lemme make sure I'm not stupid, I did restart a save with both options enabled before but it seems to have not kept BetterMonitors=true after relaunching

#

ok apparently it's fine now....

#

sorry for the ping, not sure what LethalConfig did there lol

broken crescent
#

I'm concerned so many people lately have been having temporary issues with the configs, hmm

#

No worries though of course

narrow oriole
#

this time I don't think it's that, since it loaded the config and claimed that BetterMonitors was disabled

#

seems weird to me but if I went back and looked at a recording of what I did, it was probably my fault :^)

broken crescent
#

Lol mood

wet fox
#

Fixed a small bug where exiting and loading a file in some cases would not display the time monitor properly.
๐Ÿค” Hmm, the bug still occurs for me though (though only when I pull lever, leave, re-load save). Maybe not worth chasing this since it's such a minor issue (especially if it's just on first load?).

light girder
#

@broken crescent it was random, but it only happened for me if monitor 14 was set to none

broken crescent
#

Well that's what I get for not testing the time monitor thing

wet fox
#

lol, we've all done that

#

would it help if I sent my config?

#

profile code: 0191b38a-bd4a-a257-810a-53df95ca8c14
(I managed to replicate it with just GI+LethalConfig)

broken crescent
# wet fox profile code: 0191b38a-bd4a-a257-810a-53df95ca8c14 (I managed to replicate it wi...

Oh I see what's happening - the time monitor was being forced to wait for a 1 second update interval so it wouldn't update too quickly, and the timer wasn't being reset between loads so it was possible to catch it before it expired. I went ahead and remove the timer requirement since the new rendering system doesn't render if there's nothing to update anyway.

But since that bug is so small, I'm not going to release a patch just for that. It will be in whatever the next update is

wet fox
broken crescent
wet fox
#

Yep, that seems to fix it! Nice :D

pseudo field
# broken crescent Sure

for some reason the extra 5 moniters wont pop up even with them enabled, could this be because I didnt assign them a purpose yet?

#

nevermind I fixed it

ivory pivot
#

here's the whole stack

broken crescent
#

Hmm I'll look into what functions that mod is hooking in to, it may be as simple as setting a priority

ivory pivot
#

The rate functions, it's just the monitor displaying it wrong because it updates to early

#

company registers the rate and terminal updates the rate as well

desert folio
#

I wouldnt say the FPS has improved, it hovers in the same range, although it does feel like there's less stuttering

#

by less I mean none

#

uhh interesting

#

when I turn on AddMoreMonitors the FPS performs better than with AddMoreMonitors off

boreal narwhal
#

I think that's what you're looking for?

polar junco
#

I noticed that the Whoopie cushion fix for conductivity is still being applied. This was fixed in v60 of LC if you want to cut down on some of the code in your mod.

light girder
broken crescent
#

oh good

pseudo field
#

ik you already got weather tweaks compat

frigid bramble
#

should be

thin pecan
#

I was worried since some probably have overlapping features

#

Straight out of the box

frigid bramble
#

butteryfixes automatically disables some patches if GI is detected

#

the rest should be fine

light girder
#

It tends to cause you to randomly soft lock a lot

#

Other fixes mods are good

thin pecan
#

Thanks for the tip

thin pecan
#

Starting credits doesn't work

#

0191b6de-407e-fcb7-f38d-087c41680527

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Unless I've got a conflict somewhere?

light girder
#

@broken crescent Zeekerss implemented looking down more into the game natively in V64.2 :3

polar junco
# broken crescent oh good

Looks like the looking down fix may also be natively implemented as well from what @light girder mentioned in #1189290583894806548.

broken crescent
#

I noticed I've had some problems getting scrap related monitors to update once in a while (daily scrap, scrap in ship, overtime bonus). They all seem to break at the same time when they do. Anyone else noticed that?

pseudo field
#

btw idk if you saw my post above

broken crescent
#

Ah, custom fancy weather animations. See, I'm really lazy with that lol. I'll probably get around to supporting the meteor shower when it's in vanilla though

frigid bramble
#

meteor shower isnt weather

broken crescent
#

Oh?

#

I should read things

short frost
broken crescent
#

Hey @rough salmon ๐Ÿ˜›

broken crescent
#

You know.. I might leave my AllowLookDownMore fix in actually. I removed it and the 5 degree difference (80 vs 85) is very noticeable to me. I'll change the default to false though I suppose

#

Wait no I'm dumb

#

That's not patched yet

rough salmon
sour rain
#

(๐Ÿ˜‹)

light girder
#

Darmuh's mod already includes this

#

@steady vapor

rough salmon
polar junco
#

Scan players doesn't seem to be working correctly, tried scanning a friend in a test game and nothing happened.

steady vapor
#

has a conflict resolution feature, it does handle things a bit different from conflict fix but that shouldn't be noticeable from a user's standpoint

short frost
#

auto collect dead bodies is so useful, unfortuante its so buggy and causes massive ringing KaguyaPensive

#

seems to only affect host when clients teleport a dead body

polar junco
short frost
#

nah its not for me, it's for a friend that uses general improvements and not any other mods really, plus i'd prefer if shaosil (and i think he'd probably prefer) managed to figure it out lol

finite bough
#

Tbh I just prefer it not to autocollect corpses. It still counts when taking off I've noticed.

broken crescent
#

And yeah I've been looking at the code for setting things in the ship and I'm just not seeing how it could loop, at least in vanilla code. There's checks and lists and... stuff lol

I tested beaming a dead body up as a connected client and it still worked, but I'll keep an eye out for what might be causing it. It's just hard to fix if I can't replicate it or see the issue immediately

polar junco
broken crescent
#

Thanks, I'll check it out

polar junco
#

Appreciate it.

frigid bramble
finite bough
broken crescent
# polar junco Appreciate it.

I figured out that ScanPlayers doesn't work if FixPersonalScanner is false, now to figure out why.. I see the scan node is still being created at least

finite bough
#

Anyways Shaosil, I've been loving having GI back. So far everything has been great for what I use it for!

broken crescent
#

This is bizarre. Turning FixPersonalScanner off simply stops working with player scan nodes. Other nodes (such as the medical station one that I add, DO work though)

I've noticed that the SphereCastNonAlloc is NOT detecting the player scan node (but again, DOES detect all of the other ones), compared to the FixPersonalScanner which uses OverlapSphere and has no issues.

I've compared the working and non-working scan nodes side by side with Unity Explorer, and they are both on the correct layer, have a good size/extents, and otherwise look normal. I'll keep looking into it next time I get a chance

short dagger
#

Hello! does anyone have an idea why my scrap multiplier weather settings defaults to this when I boot up the game? I set each to have like 1.1, 1.2, etc but then they all go to 5 when I launch the game...

#

On another note, the 'player health exact' monitor doesn't seem to update the values when a player dies, (it will always show the HP they had before they hit 0)

broken crescent
short dagger
broken crescent
#

Hmm that looks right. Anyone else seeing that happen?

polar junco
short dagger
#

I just tested right now and it did not seem to happen this time around, let me double check, I also have yet to put the values for couple custom weathers I got

polar junco
broken crescent
#

Hopefully it was just a bad paste or something

short dagger
#

Nope, I do still get the issue, went to a moon with weather and it happened again, only if they have a decimal value however.

broken crescent
#

Huh well that's not good. I might have to test it with your profile

short dagger
#

Oh, forgot to mention I am doing this in the current beta, could that have something to do with it?
0191bfc1-691d-b818-af74-63e4a87b1c1e here the list we use just in case you wanna look it, and thanks for the feedback ๐Ÿ™

broken crescent
#

Hmm it shouldn't but you never know. This sounds like an issue with me clamping things incorrectly, I'm just not sure why that could happen unless the "." is slightly different or something. You aren't by chance using a different language/key set when you type or paste it are you?

I'll look into your profile in the meantime

#

Why am I a crow ๐Ÿคฃ

#

Hmm I can't replicate it, I changed moons a couple times, did one without a multiplier and one with, kept checking the settings, quit the game, reloaded.. the values save and are applied =/

#

On an unrelated note, I do wonder though if WeatherRegistry overwrites the values when the level scrap spawning happens (not the 5s). It might just be rounding it

#

I use this regex

[a-z]+:\d(\.\d+)?

Which captures any amount of Word:Number with an optional decimal point, then I parse things safely and clamp the number from 1.0 to 5.0. I passed your string in to make sure it takes, so something else has to be going on

short dagger
#

Tried in a clean profile and the same issue happens with and without beta, mmmm, the only thing that comes to mind now is that I've switched to the Gale Mod Manager recently, unsure if that could be it.

#

I use a different keyboard layout but it should be the same dot "."

broken crescent
#

Oh interesting maybe I should try it with Gale

#

Same profile code functionality?

short dagger
#

Yup!

#

managed to find a fix for it, has to do with what you've mentioned earlier

north raft
#

We've been having weird issues with Gale. The same code export will cause desyncs between Gale and R2. People on Gale will have suits broken and other odd behaviour.

short dagger
#

I got it fixed once I put these settings with the United States format

#

Seems Gale peeks into this when proccessing the configs?

#

Either way, seems this one was a Gale issue and not of this mod, apologies and thank you for looking into it ๐Ÿ™

light girder
#

@broken crescent V64 hit stable branch

#

If you wanna update to remove the fixes no longer needed

light girder
#

Btw @broken crescent If you update GI today, dunno if @grand umbra ever sent you his error but apparently GI sometimes will error out on lobby reload for clients and that will cause them to see a black skybox if you're using a mod like ShipWindows for example