#Lethal Sponge

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pale narwhal
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where lag causes an animation clip to end early without assigning all of its properties correctly

jagged rover
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oh so its squished steam

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thats funny

viral wedge
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What other things conflict with this mod?

unkempt tinsel
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I have this issue too (I just opened an issue on github for it because I forgot to look here before I did 🤦)

viral wedge
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holy cow

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this mod is peak

placid surge
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sorry im just now seeing this but I mean i could do that for ya

scenic ocean
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Thank you for the report, looks like FixInputActions is starting up too early possibly...
This happens consistently with it on?

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Oh whoops, I'll look into what's causing that and get it fixed. Probably missed a place where they should be uncoupled

foggy void
scenic ocean
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Visually glitches? Do you have a screenshot or video?

foggy void
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Cus I know someone reprod it by just having your mod and BepinEx

foggy void
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The small freeze caused by it just causes the UI to also freeze a little

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What is being unloaded anyways? I thought the game unloads stuff by default tbh

scenic ocean
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Yeah, the day counter is when it performs the cleanup, there should be a ~0.5 second freeze. You can disable Unload unused if it's a big problem, or if you only want to clean up manually you can disable Run daily and use the chat command /sponge clean

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So, by default Lethal Company never actually runs Unity's cleanup scripts, since all level loads are additive

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This means that all of the loose textures and meshes and other things from moons you visit stay in memory

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the console for sponge gives you a readout on how many things were cleaned up

foggy void
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Oh that explains why sometimes the game uses like 6gb of ram then swapping moons with LLL hotloading it drops down to like 2 then

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Lol

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Cus I think LLL makes it unload that stuff on moon switch, which is why sometimes it freezes when changing moons for a bit

scenic ocean
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Unload unused is kind of a catch all to just clean up any loose files in memory.
LLL I don't think catches everything either, if any moons or enemies or dungeons created new meshes/textures etc, but it catches more than base for sure.

foggy void
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Yeah

scenic ocean
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But yeah, it's a slightly expensive operation.
Actually, I think I can add a config to make it a bit faster.

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Right now part of that slowdown is so Sponge can tell you how many things were cleaned up. A config to disable keeping count would likely speed it up

foggy void
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Oh yeah that would help

scenic ocean
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I'll add that for next patch

scenic ocean
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Okay, so

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mrbub just tried out Sponge defaults in VR and sent me a log, and everything is actually working fine for them.
Would more VR users be able to test? It seems like it may not be a hard incompatibility.

grave turret
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Just wanna say that this mod has been a blessing to our group, the performance increase has been insane and some of our group members with lower end pcs who would previously be unplayable can how get framerates of around 30fps, and higher end to around 130-200 and its been so much better

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such an awesome mod 😭

grave turret
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the only issue has been with the input fixes for a few things

pale narwhal
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the altpost shader is huge, and while i don't use it on most of my profiles (just the one profile i use with my super low spec friends) i get nearly perfect 120fps when using it

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inside and outside

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even the worst moons never drop below 90 outside

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everything else is great and can basically be dropped straight in with no issue

grave turret
grave turret
scenic ocean
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input fixes should be working after the patch later today, just trying to get some alt shader visual improvements in with it.

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Happy to hear it's working so well for people though!

pale narwhal
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i look forward to it

pale narwhal
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but i am excited for the possibility of future tweaks closing the gap further

scenic ocean
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It's decent, but in particular the fact it makes fog thinner is an actual gameplay effect and what I'd like to fix most.

strong lion
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also gotta say, this is probably the smoothest the game has ever felt

pale narwhal
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in general, all forms of fog will appear a bit thinner than it usually is

burnt belfry
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the main thing I'm excited to see improved is the alt shader

strong lion
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alt shader already looks pretty good

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the only spot i can really tell the difference is near the back of the ship by the suit rack

pale narwhal
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the biggest turnoff for me is how different fog looks outside

strong lion
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where the floor's indents aren't emphasized as much, and the doors themselves have a thicker outline

pale narwhal
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but that is on the chopping block right now so it should hopefully see improvements soon

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it has a couple other tells, like colorful outlines on objects

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you can see a green outline on the orange suit in this screenshot

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blue outline on keys here

strong lion
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i can see it yea

pale narwhal
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i think the outlines are pretty inoffensive but wouldn't complain about it being fixed obv

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outside of that it just has a tendency to make certain objects shinier than usual

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doors in manor/mineshaft are noticeably shinier and look less gritty

strong lion
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i definitely saw the shininess in the ships floor

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you know those 2 pipe looking things running along the length of the ships floor right

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without custom shader / with custom shader

plush sierra
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everything is brighter lol

wet gate
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Yeah lower the gamma by like 2

jagged rover
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personally ive always preferred the game to have colors pop out more, which is why ive always played without post-processing

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sponge having the option to still have the shadowy outlines for everything is really nice

tranquil lake
foggy void
# tranquil lake I luv vanilla posterization + bloom

I'm really enjoying the alt one tbh now that I've used it more, it makes some things look quite a bit better and moons that are yet to be terrameshed have the missing details applied to them as if they have been

tranquil lake
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I still find the alt to be flatter and less cartoony

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and that's probably not going to change

wet gate
jagged rover
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it doesnt really look like a cartoon to me

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it just makes the game appear more like clay

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which is a kind of smoothness i enjoy personally

tranquil lake
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but for now, no

jagged rover
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frequently, i was told its easier for me to see if i had just straight up no post-processing, but this was not really the case, i could see like 2 feet further ahead than anyone else and thats it

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but its just dependant on brightness, monitor gamma, monitor type, etc

tranquil lake
wet gate
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^ for reference narpy

tranquil lake
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Compared to the posterization--the posterization is piss dark

tranquil lake
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take me to the message

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😭

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DUDE

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ok...

wet gate
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#1345089401100701778 message

wet gate
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I was gonna forward initially but it didnt wanna cooperate with fwding to the same channel

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lmfao

tranquil lake
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Yeah, sounds like Discord

strong lion
jagged rover
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the thing is, long before i got rid of post-processing for my own personal visual enjoyment, i was already completely used to how dark the game is without a light, and pretty much the only thing that fucks me over now is rend fire exit path

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manor had a part to do with that

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because i was determined to self-teach myself how to kill a nutcracker and i never brought a flashlight to have less weight and probably lose less equipment

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if i died

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and manor is like, insanely easy to play without a light

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seriously - if you do like 6 rounds in a manor no light where the power is on, you can start to develop strategies that you can apply to all other interiors

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like standing under lights to see outlines of rooms ahead, training your eyes to see ahead the edge of the scanners dim light

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like standing under lights to see outlines of rooms ahead
this is actually something you cant do without post-processing btw

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and ngl, thats kind of a big deal, because thats a very huge detail to use to your advantage when you notice it

faint zodiac
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has the error where your mouse is force locked and the entire game breaks fixed?

faint zodiac
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this ^

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my friend experienced it and we had no idea what caused it so we wasted an hour trying to fix it

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normalcat torture

jagged rover
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disable the option under fix foliage lod that i forgot the name of

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thats all you need to do

strong lion
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input fixes right

faint zodiac
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why does that brick the game for some people tho...

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is it impacting the player LOD?

strong lion
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input actions really shouldnt be affecting LODs

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but it seems like an inconsistent problem

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some people have no issues with it, and others do

faint zodiac
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oh i thought u meant it was a subset of a lod setting

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not a different setting

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got confused

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makes sense

strong lion
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oh gotcha

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input fixes were put underneath the LOD fix in config

faint zodiac
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"under lod" is all i read the other words skipped off my smooth brain

neat light
pale narwhal
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with no posterization it's also much easier to see mud pools on rainy maps with dark terrain

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like artifice and experimentation

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in most cases i dont think it matters but it does objectively increase the amount of available visual information

jagged rover
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well ive memorized every vanilla map by heart, so foggy isnt an issue for me really, but thats just me, and for other people i get it

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i dont see quicksand 50% of the time, i run into it then back off

scenic ocean
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Just uploaded 1.0.4 to Thunderstore

* Added a new WIP shader (off by default, set using `useWIPCustomShader`) with more of that 'lethal company charm'. It's still not there yet, but this should be a little closer. It's disabled by default while I work out the visual stylings.
* Added `minimalLogging` config under Investigation. This will disable the readout of how many objects were cleaned up/how many objects are loaded total, which may reduce the stutter when cleanup occurs on day rollover.
* Fixed the interior camera using the exterior camera's framerate settings, which could cause it not to work if you had one set to limited framerate and the other not.
* Moved InputActions initialization later, which should hopefully solve issues with mouselook not working when `fixInputActions` was enabled.
* Removed `/sponge shader` chat command when `useCustomShader` is disabled, to avoid confusion.```
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The new shader is a separate toggle at the moment as it reduces readability to text on the ship monitors a bit, so I don't want to replace the other shader until that is fixed.
It's getting closer, but there are still a few key things missing, mainly the fact that Lethal's base shader seems to apply lights and fog twice; something I'm not sure I'll have access to in a fullscreen pass shader.

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Might have to end up just globally increasing light and fog intensity while using the replacement shader, not sure. I'll continue trying things.

sudden abyss
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random suggestion for the input actions patch, perhaps you could change the ldsfld to a call to a static lazy-initializing getter method? not at my PC to check if there's a specific place where zeekerss is calling the Enable method, but I imagine that might be a little more foolproof if it works?

scenic ocean
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That would probably work. Zeekers calls the enable method all over the place, sometimes twice in a row.
The input actions code is high on my list for refactoring, so I might try out lazy initializing when I get around to that.
For now the new later enable should hopefully work for everyone who was getting errors from the early init.

sudden abyss
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it's calling enable on the same instance multiple times? or you mean that it calls it once or each copy vanilla, so with your mod, it's getting called multiple times on your static instance?

west vessel
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is there any way to turn the shader on and off while ingame?

strong lion
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it worked for me by using lethal config, u just have to back out to the menu first

west vessel
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backing out into the menu prevents me from making perfect comparisons

strong lion
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use the snipping tool

west vessel
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the snipping tool does not help me get the position and camera angle the same

strong lion
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does it have to be exactly the same

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or can you just get similar enough

wet gate
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Just use something like imperium to teleport to the right/same place

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though it really isnt difficult to get the same angles if you have a proper reference point that you can align with

west vessel
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are the regular shader and wip shader currently identical

wet gate
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  • Added a new WIP shader (off by default, set using useWIPCustomShader) with more of that 'lethal company charm'. It's still not there yet, but this should be a little closer.
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i mean, sounds different to me

west vessel
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if they are different that would mean using lethal config to change it does not work

sharp jackal
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I would appreciate if someone send the comparison side by side later

inner niche
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image on the left is the wip shader and on the right is vanilla

sharp jackal
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Looking good

warm solstice
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I can definitely see some differences but in general when you’re not paying attention to every detail it’s somewhat unnoticeable

sudden abyss
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I wonder if there's a curve somewhere in the vanilla shader that makes luminosity very close to but darker than the specular highlights be significantly darker

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it looks like it on the terminal

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it's also missing the dark blotch that seems to be dropping the luminosity below a certain threshold but that should probably be easier to replicate assuming it's making it full black

sharp jackal
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Left Vanilla | Right WIP Shader

west vessel
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what's up with the evil red dot

sharp jackal
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ignore it 😅

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couldn't get the same angle, but the WIP is very close to the original

warm solstice
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I prefer the WIP for experimentation. Looks much more vibrant and clear

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Although that’s probably from less fog, right?

sudden abyss
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btw, I believe Scoops mentioned in the last changelist that there was a command to switch the filter off and on? not sure if that works with the new WIP version, but if so, could be easier to get side by side comparisons without restarting the lobby and lining up

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these comparisons are very nice though

west vessel
sharp jackal
sudden abyss
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lmao apparently

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it's cool that it looks like it's making a pretty sizeable difference for you

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I need to test again, it didn't look like that much after a cursory check

sharp jackal
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I'll have to take a look what mods are taking a chunk of my FPS later

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glad there are a lot of performance mod atm

warm solstice
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Practically all of my friends play below 60fps most of the time so I have basically every performance mod. LethalSponge has made the biggest difference by far, on par with CullFactory

sharp jackal
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i kinda like the post-processing effect from vanilla but i'll have to sacrifice it if i want to play at an acceptable FPS (30)

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I also like the less dense fog

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but the lights are bit weird

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I forgot to check how it looks with Chameleon fog reprojection + LCUltrawide

haughty mist
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seems to disable Full Darkness

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with sponge disabled

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with sponge enabled on wip shader

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ok horrible example but believe me

pale narwhal
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the WIP shader is much much better

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TBH in its current state I find it already good enough to just adopt in general

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i think it is a tad brighter than vanilla's visuals, especially noticeable when looking at dark screens

pale narwhal
# sharp jackal

but also screenshots like this show that vanilla also has brighter brights

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so maybe it's more an issue of contrast

pale narwhal
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also fog is still not 100% there but tbh i'm not sure that isn't just a limitation of reducing the number of render passes

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not quite sure what it is but something about this gives me the vibe of classic lethal company aesthetic

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like the in-dev videos zeekerss posted

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before release

sharp jackal
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Extra screenshots with LC Ultrawide 540p and Fog Reprojection from Chameleon

cobalt dove
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This mod is extremely exciting, another scoops W

sharp jackal
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vanilla is VERY bright

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Worth mentioning, the text gets a little weird

pale narwhal
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text is a bit harder to read yeah

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harder still if you use the film grain setting in butteryfixes

sharp jackal
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idk if i'm using that

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just using the film grain effect on the main menu and pause menu i think?

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I think that having an option to remove the camera near the ship door could increase FPS

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it's not very detrimental in my opinion because i've never seen anyone use that camera

wet gate
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Id use that camera if it wasnt so bad and most of the enemies didnt make so much noise or stick through the door enough to be easily seen. The resolution on it is also horrendous, so the one next to the radar is just better. And at that point, you might aswell use said radar...

wet gate
west vessel
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usually enemies don't render when the door is closed

wet gate
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Still the audio is also a huge giveaway so you usually never need it. Probably why mods like replacing that monitor screen so much.

wet gate
plush sierra
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A 3rd mod to disable the cameras 🔥

sudden abyss
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with the fps limit set up correctly, you're going to see barely any difference between a very low fps limit and disabling a camera entirely

wet gate
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Yeah thats what i had assumed aswell

sudden abyss
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also the camera should already disable when outside the ship, don't worry about that

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except if you have mods that break that, but I don't think there are any that I know of that do

wet gate
scenic ocean
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Yeah, the cameras disable when you are
a: outside the ship
b: not looking at their screens

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so a low fps outside cam should have minimal effect generally

scenic ocean
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although that's just for the MovementActions
Enabling it multiple times didn't seem to have adverse effects though, it was primarily instantiating so many different instances that was the issue with base lethal's code.

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I'm glad that people are generally enjoying the WIP shader changes.
You can swap between shaders using /sponge shader in chat, that works for either shader right now (not both though, it's only sponge <-> vanilla).

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My biggest concerns are Fog, Light Intensity, and Text Readability with the WIP shader.

ionic crane
scenic ocean
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yup, it will swap between whatever sponge shader you picked and vanilla

ionic crane
pale narwhal
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but it is also kind of like

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it's not the same but it feels very similar where id only notice because of my significant exposure with vanilla

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i think if someone used your WIP shader as their first ever exposure to lethal

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theyd get basically the same experience

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and that's pretty good already

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fog is defo still the biggest "pain point" and will probably be the hardest aspect to calibrate

scenic ocean
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Fair. As long as the text readability doesn't bother people too much, I'll likely move the WIP shader over to main next update. That part worries me for accessibility.
But unfortunately it's also just an artifact of changing from a renderer pass to a fullscreen pass

pale narwhal
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but i feel like the wip shader is way closer than the previous was with the fog

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artifice felt a lot more vanilla adjacent

pale narwhal
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🤷‍♀️

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i already feel pretty good using it in place of vanilla how it is now, so that is my two cents

scenic ocean
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I do think I might be able to replicate vanilla's feel just by globally intensifying the lights and fog. That's what I'm going to try today.
It'll probably just be something I have to keep testing and tweaking.

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Other than that, if people who were having issues with the InputActions Fixes could try again with the new update that would be awesome. It should be all fixed now.

wet gate
scenic ocean
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So I have the /sponge shader swap I can use, but I mainly just look in the unity editor and have screenshots of vanilla.

wet gate
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(dev methodology is super interesting and something i really enjoy seeing how people do it differently)

scenic ocean
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The editor view updates the shader as I tweak it in code, then when I get it "good enough" there I go in game and use /sponge shader to test live

wet gate
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Nifty!

wet gate
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example image - you could essentially move the point where it changes renderer at runtime. Was super complex from what i was told, but very helpful to compare the many different render artstyles the project used

scenic ocean
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Oh that's very cool. Very clever idea for visual testing.

sudden abyss
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psst I'm seeing a little bit of an artifact here:

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something related to the darkening of the edges of highlights? I noticed you have implemented that in some way at least, though I think it differs from vanilla a bit

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the lit terminal buttons appear significantly darker on the wip shader as well:

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it does look very good otherwise though, I think

foggy void
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I kinda vibe with bthe colors being slightly darker though

sudden abyss
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left is vanilla

foggy void
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Got ya

sudden abyss
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I don't mind it too much either, but it does make those lit buttons appear very similar to the unlit ones

pale narwhal
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hmm that is an interesting find

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i wonder where else that sort of circumstance could crop up

sudden abyss
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yeah not sure, I just booted it up in my test profile to compare quickly before I test some pathfinding stuff

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I am also curious if it affects gray colors differently due to this

plush sierra
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Charge station and the speaker near the door?

pale narwhal
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i can feel a difference in how the concrete buildings look

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the side of the building on experimentation felt different while walking to/from fire exit

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the platform outside artifice's entrance door felt different

sudden abyss
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things do get pretty flat in the body cam, not sure if this is the compounding effect of the fullscreen pass (since the body cam runs the posterization a second time, it looks better that way) but thought I would point it out

pale narwhal
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but it's still not exactly 1:1, at least not for my money

sudden abyss
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I think maybe the color-based edge detection is using a too-opaque black color too

pale narwhal
sudden abyss
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from what I can tell in the vanilla posterization, the color-based edge detection has like 50% opacity or something, where the depth-based edge detection is closer to fully opaque (and thicker)

pale narwhal
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yeah edges feel a bit too thick overall

sudden abyss
foggy void
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The WIP shader looks way nicer to me

west vessel
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the wip shader seems to break if the other custom shader isn't also on

sudden abyss
foggy void
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with ShipWindows it really shows cus the Shutter Switch and doors lost a lot of details before

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Yeah it does

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Probably an oversight

sudden abyss
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actually I guess they could be considered thicker in that they extend inwards into text, which I think Scoops mentioned when saying that the text legibility was problematic

pale narwhal
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i can definitely tell there's something off about them but i do have a little trouble quantifying what is off

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the suit rack is a pretty good visual aid for the outline behavior

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i think

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so glad for the in-game command testing this in detail would be exhausting otherwise

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Lol

sudden abyss
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yeah, it's very nice to have instant feedback

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especially for testing fps differences

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it looks like it's something like 7.5% gain for me

foggy void
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I know with 720p set in LCUltrawide and the previous shader my group seemed to get double the framerate in orbit

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Which was impressive

sudden abyss
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it's funky how it varies so widely to where some people are seeing like 25% or more gain

foggy void
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Yeah lol, it's all based on hardware configurations

pale narwhal
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defo something weird happening with highlights and outlines

sudden abyss
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oh woah

foggy void
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Yeah I was gonna enable the new shader for stream today but I may wait

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Artifacting is probably normal since it's a WIP

sudden abyss
sudden abyss
pale narwhal
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fog is tinted blue on almost all the maps

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rend, dine, and artifice have gray fog, embrion has red, and adamance has green

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everywhere else is blue

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thicker blue fog against red desert terrain would give it a bit of a yellowish tinge, at least i'd think

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although assurance doesn't have a fog exclusion zone outside the doors

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so it's weird that there would be diff behavior on the concrete

scenic ocean
scenic ocean
wet gate
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If I get frustrated enough with recreating it visually
Ah yes, the "ill do it out of sheer spite" method. It always works 😂

strong lion
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i tried enabling it in main menu and got this instead

pale narwhal
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this is old shader, not WIP, but wow does it make vain shrouds pop

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lol

foggy void
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Or it gets disabled

scenic ocean
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WIP should need a restart, yeah. I didn't plan any of this for changing configs in-game yet.

foggy void
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Oh got ya

pale narwhal
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i thought it worked ok without a restart but i could be misremembering

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not 100%

scenic ocean
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It might work without a restart? But certainly wasn't built for it atm

strong lion
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the normal custom shader does

pale narwhal
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restart is definitely best practice

scenic ocean
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Once I get the launch issues ironed out I'd like to add more in game controls for this

pale narwhal
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chat controls are "pretty functional" but it does make me wish lethal had a chat history

scenic ocean
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possibly even a screen branching off the options screen that saves your values locally, so your personal settings don't get overwritten by profile config sharing

pale narwhal
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maybe nicechat or something else does that but i dont have any chat mods on my test profile

scenic ocean
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that would be so nice, I keep trying to access chat history and being sad

strong lion
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was gonna say NiceChat has a configurable message history

pale narwhal
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not sure if this is in the scope of a sponge config setting

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or if it would deserve its own separate release

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but i'd love for the OG altpost shader to be preserved somehow

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the new WIP is a lot closer to vanilla and a better default (once the artifacting is improved)

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but i do like the vibe of the first version and it's fun to play around with

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as something different

wet gate
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Config for "Legacy Sponge Shader" maybe?

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I do agree that i also kinda like the vibe of the original

sudden abyss
sudden abyss
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I believe in you though, you've done wonders already

scenic ocean
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You meant the pixel gap here, right?
That's from the color values going past 1 and up to 10. It is fixed if I switch to using a B10G11R11 buffer, but then my HSL calculations cause Nan pixels here and there. Working on fixing that up now.

scenic ocean
wet gate
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That'll work ^^

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Seriously though, absolutely goated work you're doing for the community here

strong lion
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fr

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one of my friends who was lagging real bad (~30fps w lagspikes) with my modpack installed this mod and got up to 60fps consistent

scenic ocean
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I have a bunch of friends who were really struggling to play the game at over 30fps, really happy that it's also working for other people too.
It always sucks when people just can't enjoy games because framerate.

wet gate
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(i thought lethal phones was already based as heck for making communication so much more fun - so "goated" is the only phrase that even remotely fits the bill this covers)

sharp jackal
oak quartz
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a year ago lol

wet gate
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honestly true

oak quartz
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and something wicked

wet gate
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I used it before i took like a 3/4-year break from LC

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didnt really add it back when i made a new pack and when i also started work on immersive ship sfx

oak quartz
sharp jackal
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Bu there wasn't a alternative to HDLC

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now we have

wet gate
# oak quartz did you expect the modding community to cook so much lol

Its been interesting to see how much stuff showed up while i was gone

you can imagine my surprise when i came back to LC modding, looked at my thunderstore and saw that apparently over 10k people decided to download what equates to basically "yet another jester meme music mod" while i was out, and you can imagine i was even more surprised to know it still worked

oak quartz
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working perfrectly fine for years

wet gate
#

they do or they dont

oak quartz
#

or breaking shit completely

plush sierra
#

exploding when a fly touches it

wet gate
#

the only reason im even porting it to sound api now is because LCST is being buggy and its also ancient (and doesnt play well with facility meltdown :( )

#

anyways dont wanna drag this offtopic

#

the lethal cooking continues

strong lion
wet gate
west vessel
sharp jackal
#

the only mod i've ever seen where a client-side feature can be used by everyone on the lobby

#

like

#

how the fuck he did this

strong lion
#

and the fact it still works flawlessly is really impressive

#

it hasn't been updated in 11 months

pale narwhal
#

kinda depends on what the feature is but this is definitely possible in a wide range of applications

sudden abyss
pale narwhal
#

any client can call a server RPC (that doesn't require ownership) to make the host execute behavior (which would usually entail executing that RPC on all clients)

sudden abyss
#

but I guess if it's having issues with going above 1 then you must mean that you're using R8G8B8?

scenic ocean
#

Yeah I was just using the custom buffer before, but upon learning that diversity just changes that globally (whyyy) I'm using a custom buffer just for the posterization pass

sudden abyss
#

gotcha

#

and yea diversity doing that is so cursed

scenic ocean
#

And up until the upcoming update I was using R8G8B8, but I'm switching over to B10G11R11 this next patch as that's what Unity's HDRP cameras render at internally

#

Seems like it's fixed some artifacting hopefully

sudden abyss
#

yeah

#

that's what LC uses anyway

scenic ocean
#

not seeing it on assurance on my end anymore at least

sudden abyss
#

RuntimeIcons currently patches HDRP to allow us to use R16G16B16A16 for just our specific camera

pale narwhal
#

that's much closer to what im used to seeing, anyway

scenic ocean
#

Also adding a config that enables increasing all fog and lights to compensate

burnt belfry
sudden abyss
#

yeah true, it does look like the colors improved

scenic ocean
#

I think the fog and light intensity pulls a lot

sudden abyss
scenic ocean
#

fog washes out some of the oversaturated parts and the lights add more highlights

sudden abyss
#

I wouldn't have expected the custom pass to change that really

pale narwhal
#

TBH the light intensity doesn't come off to me as an issue, it feels more like a global decrease in contrast

#

across the screen

#

i do think increasing fog density would probably be enough to compensate for the difference in visuals, at least to the point where it is almost equivalent in gameplay

sudden abyss
#

light intensity needing to be changed seems strange to me, but the fog makes sense

pale narwhal
#

im not sure you could replicate the exact style without falling prey to the same optimization issues anyway

sudden abyss
#

unless you mean to increase the fog volumetrics?

scenic ocean
pale narwhal
#

the more i look at comparison screenshots it definitely feels like fog is just getting applied twice yea

scenic ocean
#

It's very odd

sudden abyss
#

from my testing it kinda felt like the custom pass was just straight up re-rendering everything opaque, so I wouldn't have expected it to do that

#

but I honestly don't know

pale narwhal
#

still not 100% sure on lights but it's possible

scenic ocean
#

I have the renderdoc step through, hang on

sudden abyss
#

when I say it was re-rendering everything opaque, I mean that it was overwriting all colors so that the initial normal render literally didn't do anything

#

can't say I'm sure though

#

it's hard to tell without having it in editor

scenic ocean
#

Yeah, all I can do right now is guess based on visuals and frame information

#

before and after base lethal's posterization redraw.
On the bottom right you can see that the pixels get brighter after the redraw, and I'm 75% sure that's not directly a result of the posterization effect.
I think there's another effect that is intensifying the effect of the light.

sudden abyss
#

you don't think it's part of whatever curve does this stuff?

foggy void
#

Can't wait for the update yoiled

faint zodiac
scenic ocean
wet gate
scenic ocean
#

And the sobel operator shouldn't be doing much to the other pixels I was highlighting, so I think it's a different effect

faint zodiac
#

i think the obvious solution to these problems is to eat the game

wet gate
sudden abyss
#

it appears much larger in vanilla than in your shader thus far, but I'm not sure if that just requires some adjusting or if it's actually a totally different effect

scenic ocean
#

Me too, I was really confused by it until I starting tweaking the sobel outlines more

#

I think my outlines are just off in general right now. I'm still not 100% certain base lethal uses Sobel, and if so I'm not sure what kernel size. I might have to check over the decompiled shader for that.

sudden abyss
#

yeah hopefully it can shed some light

#

honestly I wouldn't know enough shader math to figure out what it's up to, but maybe you know more given that you're getting along with this better than I probably would lol

scenic ocean
#

It's been a struggle. Unity HDRP shaders are documented terribly tbh, and shadergraph decompiles even less so. Getting there though.

sudden abyss
#

yeeeep

#

I have had to delve into the packages just to figure some things out

#

probably will have to again if I try to do on-demand shadow maps again in CullFactory

sharp jackal
# wet gate i recall in that one video diving into LC's graphics that the volumetric lightin...

The first 500 people to use my link will get a 1 month free trial of Skillshare: https://skl.sh/acerola01241 ! #ad

Lethal Company has some very compelling visuals, but how much of it did the developer make themselves? And how does it all come together?

Topics covered: Frame capturing, fixed resolution rendering, edge detection, posterization, ...

▶ Play video
wet gate
#

yup

#

Guy seems to know what hes talking about given he explains some of the shadergraph code

scenic ocean
#

Yeah, watched that video recently, it's a super good resource.

oak quartz
#

I think this is a sponge issue from what others have said

#

may be wrong

#

it is the WIP renderer

scenic ocean
#

Do you mean the darkness or the white pixels on the ceiling?

oak quartz
#

its as if the tile is missaligned

jagged rover
oak quartz
#

never seen it

jagged rover
#

its just more noticable on specific modded moons

scenic ocean
#

interesting... Sponge shouldn't effect the tiles at all, but it could be artifacting

jagged rover
#

catalyst being a good example

scenic ocean
#

if it is artifacting, the new update should help hopefully

#

Just uploaded 1.0.5 to thunderstore.

* Added `volumetricCompensation` config in Rendering (on by default) that will modify light intensity and fog thickness to account for the changes in the custom shaders. This should match vanilla's look more closely, especially in regards to fog density.
* Many changes to the WIP Shader, mainly fixing the color format and HSL calculations to fix artifacting.
* Fixed `minimalLogging` doing the opposite of what it said. (adding logging when true, removing when false)
* Fixed `useWIPCustomShader` requiring `useCustomShader`.```
jagged rover
#

mineshaft has an issue with distance polygon reduction where holes form around the caverns

#

some examples on the modded moon hawalia that i took screenshots of a while ago

scenic ocean
oak quartz
#

im surprised the mod didnt fuck with immersive visor

wet gate
jagged rover
#

deprecation =/= it doesnt work anymore

wet gate
#

Thought that was kinda the point of deprecated though, to mark stuff that has been confirmed to have stopped working and hasnt been updated

jagged rover
#

it can be used to hide mods

#

my friend made a mod that changed the game in major ways but she didnt want it publically downloadable

#

so she made a new thunderstore account to deprecate it

#

that mostly was so she didnt have to write a description for it

wet gate
#

What part of it still works / doesnt work then? (feel free to move to #modding-general if thats a better place)

jagged rover
#

nothing about it doesnt work as far as i know

wet gate
#

Just curious, i liked that mod but assumed it was broken because of deprecation warning

#

Guess ill give it a whirl tomorrow

jagged rover
#

its just not maintained anymore so it was deprecated

#

but its not that its disfunctional

#

or breaks the game

#

it probably impacts performance

#

but thats to be expected from a mod like it

oak quartz
#

it runs fine

jagged rover
#

i dont even like immersive visor anyways

oak quartz
jagged rover
#

im just giving the facts about deprecation

wet gate
#

ah damn i actually really liked the rain stuff, im a sucker for immersion/ambience (hence me making a sound mod for that...)

oak quartz
wet gate
#

yoo

#

okay definetly gonna have to follow that news

#

thanks for the info ^^ (and the explainer about deprecation)

oak quartz
#

same dev different account

strong lion
#

the wip shader looks so close to vanilla, really good job on this

inland zephyr
#

Has anyone found the front camera freezing?

viral wedge
#

disable "fixinputactions"

foggy void
inland zephyr
#

Doesn't do anything, still frozen

#

For the record, I tested in a minimal profile (Sponge + IntroTweaks)

#

It does update every time you lose sight of the camera monitor

foggy void
#

IntroTweaks is probably the issue

#

I would replace that with LC_FastStartup

sharp jackal
#

poor introTweaks keep getting L's

#

idk why it doesn't work on others modpack but mine is fine with it

foggy void
#

Just cus it "works" doesn't mean it's recommended to use though

#

more often than not it causes problems and incompats

inland zephyr
#

Ok, let me test without IntroTweaks

sharp jackal
#

and what's the difference between IntroTweaks and LC_FastStartup

#

I only use it to skip the launch mode and get the boot sequence

foggy void
#

LC_FastStartup uses a different method that avoids incompats with other mods

#

It's always been the one I see generally recommended

sharp jackal
#

I tried using LC_FastStartup but the boot sequence doesn't work

foggy void
#

Although in general faster startup mods can have issues

#

I don't use any

inland zephyr
#

Tried in a profile with only Sponge enabled

pale narwhal
#

i think there is a misunderstanding here

pale narwhal
inland zephyr
#

Yes, specifically the one next to the door

pale narwhal
#

ok

#

fixinputactions would not do anything about that

#

that is a separate issue

#

what are your camera settings?

#

did you change any from defaults?

inland zephyr
#

Only cull distance and framerate

#

Though it also happens with fixCameraSettings set to false

pale narwhal
#

what did you set framerate to?

#

and does setting it to 0 help? (0 disables the limit)

inland zephyr
#

60

pale narwhal
#

ok, and this is happening in a test profile with only lethalsponge 1.0.5?

#

i will see if i can replicate this as well, on my end

neat light
#

@scenic ocean A daily run of UnloadUnusedObjects, which will clean up various objects that were loaded into memory by moons/dungeons/monsters/etc.
My friend asks if this can be done while loading into the game too, LethalLevelLoader's hot reload update is great but while loading into the game some of my friends cant load into the game to begin with because at a time the loaded assets from LLL loading the assetbundles are just higher than what their PC's can handle before unity naturally gets rid of those assets from memory

tall bridge
#

If we could get this as mods are loading it could potentially allow for as many moons added as you could ever want but rn my desired moon list racks up 13GBs of memory usage in the main menu. I have a team member whos PC has 16GBs. They can't even load the game. 2 minutes or so in the main menu and the memory usage goes down to like 4GBs and is fine. If this is feasible it'd be a huge boon to how much content you could have access to in a single run.

pale narwhal
#

wouldn't it make more sense for LLL to implement that?

#

seems like sponge would have to insert itself in the middle of LLL's loading functionality to accomplish that, and if all it's trying to do is run UnloadUnusedObjects, that single line should be easy enough to slot into LLL

#

at least I would think

neat light
#

there's a good chance it'd have to be on LLL's end yeah but might as well ask and see

scenic ocean
#

I'm not sure about how much it would help if they don't make it in game. UnloadUnusedObjects only removes assets that have no more references, which there aren't a whole lot of at the start of the game. Most of those moon assets are still stored and referenced somewhere.
A more thorough solution would probably have to be done on LLL/the moon's side.
I can toss a call in on the main menu though, not sure how much it will catch.

scenic ocean
tall bridge
#

Thx!

warm solstice
#

I use it specifically on my largest modpack too

foggy void
oak quartz
warm solstice
#

Doesn’t have as much of a performance decrease

scenic ocean
#

Just uploaded 1.0.6

* Many more changes to the WIP Shader, text on the monitor should be more readable. This is approaching "good enough" level for me now, and if there aren't any major issues before next update it will likely be graduating from WIP.
* Added a new initial call to UnloadUnusedAssets upon reaching the main menu if `unloadUnused` is enabled.
* Fixed the security camera monitor by the ship door not updating if the other monitors were not in view.```
WIP shader is getting pretty close to 'done' imo. There's still a few lighting intensity/color differences I haven't pinned down, but the outlines and posterization are looking correct.
wet gate
#

Guess i know what im trying out now

#

lol

plush sierra
#

very nice

#

think custom monitor stuff like GI monitors and OBC 'Target on ship" thing and the like are a lil rough but that's w/e and still very readable I think

burnt belfry
#

are these two settings supposed to have the same description?

scenic ocean
#

Whoops, second should say reflection

#

I'll fix that next patch

foggy void
wet gate
neat light
tall bridge
#

at the main menu

foggy void
#

🤔

scenic ocean
#

That's a lot.
And yeah, right now Sponge's memory portion is focused on helping with and tracking memory leaks over the course of playing, not how much memory you use when you boot up.

#

Not sure there's much that can be done there in an optimization mod, that's largely on other mods to use more efficient textures/audio/models.

strong lion
#

also isn't the only big mod that unloads from ram after startup is LLL?

pale narwhal
#

you've done a crazy good job with the latest version of the wip shader

#

the differences are definitely noticeable but mostly just via side-by-side

#

outside of that it's very subtle

worn roost
#
[Message:LethalSponge] Finding Ship cameras.
[Warning:LethalPerformance] Woah! Someone requests to search of all Terminal objects, even if it's singleton
foggy void
#

@scenic ocean 👀

foggy void
pale narwhal
pale narwhal
#

jokes aside i think the terminal screen is the biggest distraction for me

#

the rest feels about as spot-on as it might be able to get

plush sierra
#

is right vanilla

pale narwhal
#

yes indeed

strong lion
#

I was wondering why your visor didn't look pixelated like mine but then I remembered I had depth of field turned off

#

why does depth of field make the clipboard nearly unreadable

tall bridge
#

I know unity is capable of streaming assets. Idk why lethallevelloader keeps every moon in memory at all times rip. Thx for entertaining my request.

storm light
#

Didn’t LLL update to address this semi-recently?

warm solstice
tall bridge
#

All i know is that two packs of moons. The final fantasy 14 moons and wesleys moons take 5GBs combined between having and not having them installed. I know the 14 moons are not optimized as they are just rips.

warm solstice
#

I’ve been told that moons ideally should be supported automatically, but sometimes they’re not? I’m not entirely certain.

Either way modern moon mods don’t take up RAM unless you’re orbiting them

ivory breach
warm solstice
#

Same with seichi

ivory breach
#

but thank you pikaLove

ivory breach
boreal linden
#

The one thing that's noticeable to me about the wip shader is that the highlights/bright spots aren't quite as blown out and the image overall seems slightly darker than default Lethal and loses some contrast cause of the crunched highlights

elder jasper
#

Will this mod work with the lethalHd patch? Or is that mod redundant when using this

#

I really just want the increased LOD from the hd patch so the trees don’t pop in so bad

sharp jackal
#

ButteryFixes has a option to disableLODFade which doesn't exactly increase the LOD but it's a workaround (the pop-in happens fewer times)

#

Nobody should be using HDLC at this point, there are better alternatives

#

It's strange using it only for LOD or AA

last light
#

Does the WIP shader work in vr?

#

ok it seems to work
i will just play with it a bit

#

wait

#

i forgor to enable this

#

it seems to work

scenic ocean
#

Yeah I've received mixed reports of the posterization shader working in VR. It looks like the initial issue with it may have been unrelated to VR or fixed by some of the patches.

last light
#

its peak
i get good frames in my friends modpack in vr :O

#

the wip shader is peak

#

i havent tried non wip tho

#

or vanilla (in vr) so uhh idk

#

but i get good frames and thats important

scenic ocean
foggy void
scenic ocean
#

Hiding should be fine, it would only be an issue if someone's fully deleting or changing what they're parented to, which no one should be doing.

foggy void
#

Yeah

scenic ocean
mental chasm
#

Hello
I've found that theres a pretty significant performance hit with this mod (default settings) when its the Solar Flare weather from LethalElementsBeta, frames get killed very quickly
No errors in log or anything like that
I didnt know what caused it, it just happened last night when we went to the modded moon Derelict with Solar Flare there after recently adding this mod
We had no idea if it was a LethalElementsBeta update, this mod, or something that just happened to spawn on Derelict etc.
After now testing it for a bit, we found that any moon with Solar Flare on would drop frames alot with LethalSponge enabled, and Derelict was fine with any other weather

After disabling it, reloading and landing somewhere Solar Flare again, its then completely fine again
I would hazard a guess its something to do with that weather doing funky stuff with shaders with the Aurora in the sky conflicting with this mod
I'll see if i can replicate it on fresh profile with just LethalSponge and LethalElementsBeta

scenic ocean
#

hmm, that's interesting. I'll have to try to replicate it as well. I haven't had any solar flair issues while testing, and I test with LethalElementsBeta

mental chasm
#

was like that for me and all the clients

#

no errors or such when we played

#

Oh wait

#

it could be something to do with the monitor distortion effect too

#

Made a new profile with these, landed on Solar Flare and no frame drop
Though..it might only be noticeable in a larger pack then
Its either that, or there is a 3rd thing causing it ughh

scenic ocean
#

I'm not having any issues when testing on my end either...
How much of a frame drop was it?

#

Only thing I see that might be an issue is that in order to do the glitch effect, LethalElements enables custom passes on the Radar camera, but then never disables it.

#

so if there's another mod running an expensive custom pass, then that will always be effecting the map after that

mental chasm
scenic ocean
#

Okay, so it would be noticable. Do you have the profile code where it was happening consistently?

mental chasm
scenic ocean
#

Testing the pack on my end doesn't give me any permanent frame drops. Tried landing on both experimentation and aquatis during solar flare, and while there were some frame drops just from the moon being loaded in, nothing persisted after returning to orbit.
This is happening every time on your end?

mental chasm
scenic ocean
#

If it doesn't persist in orbit then it's something intensive on the moon.
Would you be able to try with various Sponge features disabled to see which one is causing the issue?
Cameras/Fix camera settings, Graphics Quality/Quality overrides, and Rendering/Remove posterization shader are the three that I'd try with/without to see.

#

Just uploaded 1.0.7, mainly some cleanup and moving the WIP shader over to being the main one. If you were using useWIPCustomShader, be sure to change to just using useCustomShader now.

* Made the WIP shader the new default replacement. You can access the previous shader with `useLegacyCustomShader`, if you preferred it. For people who were using the WIP shader, make sure to re-enable `useCustomShader`.
* Cleaned up the camera-finding methods.
* Fixed a typo in `reflectionAtlasSize` description.```
strong lion
#

I tried it out a few days ago and it ran pretty badly on my system too

mental chasm
#

byeah could be

bright talon
#

Seems like to break BetterScanVision mod, light is no more showing up when scanning. Works when doing some scans in orbit when first time creating a lobby, but after landing it no more works. Going back to orbit doesn't work.

Also I found out when player scanned at the the time when pulling the lever, the scan light will work even if player is not in the orbit.

scenic ocean
#

Oh, that's an interesting one. Since the scan light technically has a range of 0 when you load the level, sponge is setting its fade distance to 0. You can disable this by setting changeLightFadeDistance to false, that'll fix it until I get a patch made.
I'll make it so there's a minimum fade distance, so '0' range lights can still show.

#

Okay, just uploaded 1.0.8 to thunderstore with a fix for that bug.

strong lion
#

dunno where to post this, but sponge's custom shader seems to not mix well with Sector Alpha
(first img is without, 2nd and 3rd are with)

#

and ik the screenshot with custom shader has an additional light from that seed, but the entire interior is way brighter with the custom shader

foggy void
#

cus when I tested it it was fine

strong lion
#

sector 0?

foggy void
#

Yeah the moon might be doing custom interior lighting or something

#

I know it looked fine when I was testing it on Sorrow

strong lion
#

i'm gonna try something right now

#

it was my betterfog preset

foggy void
#

Ah yeah that would probably do it

strong lion
#

i meant to set it to vanilla on sector and forgot

foggy void
#

lol

strong lion
#

cus i think sector alpha has custom interior fog objects

foggy void
#

I don't use BetterFog tbh, the nerf that Buttery's mod does is just enough tbh

strong lion
#

what nerf

foggy void
#

Part of ButteRyBalance

strong lion
#

oh

#

i use betterfog to make the fog thicker

foggy void
#

There's also always the way Mrov rebalances it in MrovWeathers if you prefer that lol

ionic crane
#

the only reason to use betterfog for me is cuz there are so many preset to play with
if u just not gonna play around with it yeah theres buttery stuff

#

and betterfog still not separating stuff with interior fog whether its vanilla or mod

foggy void
#

I know Foggy Weather is a bit brighter with Lethal Sponge so Mrov's changes might be beneficial there since he makes it a darker color

strong lion
#

that is annoying

#

i wish betterfog wouldn't touch interior fog

elder jasper
#

Is better fog compatible
With this mod?

scenic ocean
#

I haven't tested it yet, personally. It should be.
If anyone does have issues with compatibility let me know and I'll try to get it fixed.

rustic heath
#

unless it has been fixed recently

bright talon
rustic heath
#

oh gotcha, so it has been fixed recenlty

west vessel
#

the shader seems to heavily increase the range you can see in darkness

strong lion
rustic heath
glossy garden
#

is it possible for that new shader to support the post processing toggle from MRAPI? models that shouldnt have the post processing end up receiving this post processing effect again with this new shader from here

sudden abyss
#

easiest way to do that is to have a depth writing transparent material

#

I don't think that the method MRAPI uses for that will ever work with a fullscreen pass

#

it's basically abusing the fact that the vanilla custom pass re-renders everything by modifying its layer mask

#

for scoops's reference

balmy spire
#

does your custom pass get rid of seeing objects behind the light sources?

scenic ocean
scenic ocean
scenic ocean
sudden abyss
#

although it could result in refractions excluding the model I suppose..

#

but I don't think there's really any other way since you need to have the depth copy done before you do your pass

#

at least not without re-drawing stuff

oak quartz
#

is there any way to change the lighting so it looker on high res(with ultrawide com edition)

#

maybe some of these?

sharp jackal
#

Chameleon

oak quartz
sharp jackal
#

You can either opt for increasing the fog quality (hurts performance a lot) or fog reprojection (looks good and doesn't hurt performance, but you must endure the flashlight artifacts)

oak quartz
sharp jackal
#

idk what you mean then, i tried both options and the fog looks better

oak quartz
#

oh wait im dumb

#

I had chameleon off

#

lol

sharp jackal
pale narwhal
#

not that 0.15 -> 0.17 will make a huge difference

#

i suppose

#

but the budget is defined 0 -> most performant and 1 -> highest quality

#

so the closer to 1 it is the better volumetric lighting will look

burnt belfry
warm cloak
#

medium fog quality doesnt hurt my performance at all

cobalt dove
#

I tried a session with LCVR and had no issues, made performance significantly better

dim lodge
#

Turning on Verbose Logging causes the game to freeze and then crash to desktop upon landing on the moon Sorrow

scenic ocean
#

Thanks for the report, I'll look into what's causing that.

plush sierra
#

this is a known thing with Imperium/LE

brittle fjord
#

Wasn't using imperium, what's LE again?

plush sierra
#

oh idk then

#

Lethal Elements

brittle fjord
#

oh gotcha lol

#

I've had some of this kinda thing happen with resurrecting with LE but not with just teleporting. Was on bozoros with the toy store interior.

brittle fjord
#

MY MISTAKE: happens without lethalsponge. I haven't seen this before and just installed it so I jumped the gun!

viral wedge
#

guh?

#

was that a modrinth mod link

warm solstice
#

I accidentally sent a link to the better combat mod

#

Meant to send it to a different server

viral wedge
viscid crypt
#

anyone here use Lethal Sponge with Wesley's moons? has anyone changed the default shader settings/disabled them to make them look as close as intended?

scenic ocean
#

Just uploaded 1.0.9 to Thunderstore:

* Updated Config values to allow setting all values back up to LC defaults.
* If a value is set to max/LC default, then it will not be changed by Sponge. This should allow better compat with other mods that effect these values.
* Removed a leftover instance of Camera.render.
* Fixed ship cameras not updating properly while spectating and using `patchCameraScript`.```
#

And I run Wesleys with my group, haven't noticed anything particularly wrong with the default Sponge settings while playing on them.

viscid crypt
#

sweet. i noticed polarus is significantly foggier in general with lethalsponge, but I haven't landed on many much moons

#

id love to have this mod for my other packmates who arent blessed with a pc like i do

strong lion
#

if it's too foggy i think reducing the fog budget can help with that

pale narwhal
#

reducing the fog budget reduces fog quality

#

if the fog is too thick i think disabling volumetric compensation will have better results

#

but i might be wrong

scenic ocean
#

Volumetric compensation does increase all fog by ~40%, so that would be a primary cause of thicker fog. However generally with it off the replacement shader's fog is too thin.
If people are finding the compensation is too much, I can change the values. You should be able to use /sponge shader in chat to toggle between the vanilla shader and the sponge one to see if the fog is being made too thick.

viscid crypt
#

wait, you can just compare it directly ingame like that? omg I was about to change config and restart and wait 5 years for my lethal company to boot

scenic ocean
#

Yup, that chat command will toggle between the two shaders.

#

It's a debug command, so I wouldn't use it outside testing, but it should work fine

#

If you notice any major changes between shaders while testing, definitely send me comparison pictures so I can fix stuff.

viscid crypt
#

now that I look at it I think I actually prefer sponge's shader. wow

#

i guess my only problem with it was the loss of silhouette detail (what Stan informatively said below, with the doublefog on wesley's terrain)

#

1st is sponge 2nd is vanilla

#

yeah more specifically all the points of interest from afar seem to disappear thru the fog. I would have no clue this was where you'd go in polarus with the sponge shader

pale narwhal
#

it is because wesley's moons do not support the post processing step that lethal company uses

#

the terrain never uses post processing and thus doesn't double-render fog

#

sponge's shader applies to all objects and thickens the fog to compensate for only rendering the fog once

#

which is why you can see the terrain has outlines and such in the sponge screenshot where it doesnt in the normal screenshot

#

sponge thickens the fog to compensate because on objects where the post processing normally works, fog is way thicker

#

you can see that in the screenshot you posted

#

the buildings and objects have increased fog since lethal's post processing works on them

#

but the terrain does not

viscid crypt
#

huh. Ive never noticed that was a crazy side effect of that

pale narwhal
#

it's sort of a case-by-case thing

#

moon authors are able to fix the posterization not working on the terrain if they convert it to an actual mesh

#

and there's a utility that exists to do that in this server

#

but if it's left as a terrain component (or uses a custom shader that doesn't support posterization) then it causes fog to look really inconsistent

#

if you are primarily playing wesley's moons you should probably turn off volumetric compensation because all of them would exhibit this issue

#

but if you are playing a mix of vanilla and custom moons (and some of those custom moons have proper shader support and others dont) then it will be way more difficult to get consistent visuals

#

you'd just have to settle for some looking better and some looking worse, because nothing in the current config would let you emulate that discrepancy between terrain and mesh renderers

viscid crypt
#

yeah I mostly play the wesley moons... I'll try turning it off and seeing how it looks

#

maybe there could be config to adjust the volumetric compensation? im assuming it cant be easy as a single slider that you change

pale narwhal
#

well the problem in this case stems from the fact that sponge is applying a flat multiplier to all fogs' distances

#

iirc it's a fullscreen pass so it doesn't have the ability to easily apply different amounts of fog to different objects (the fact that can happen in vanilla is one of the reasons it is so expensive to render)

#

and that's what is actually happening in your screenshot

#

the terrain is rendering without the posterization and a single layer of fog

#

and all other objects render with posterization and double fog

#

the most feasible solution i could see here would be the ability to toggle on/off volumetric compensation based on a list of moon names

#

and then you can just go through each moon and decide "does volumetric compensation make it too foggy" and enable or disable it based on that

#

volumetric compensation looks "more correct" (but not 100% accurate) on all moons where posterization is applying to most of the outdoor visuals

#

and it will look less correct on moons where posterization is not being applied, like moons compromised mostly of terrain objects and very few surface meshes

viscid crypt
#

you're right, it really is just doubling the fog on the objects/point of interests. thats what made it 'pop out' to my eyes, very informative for what's actually going on
I disabled the volumetric compensation and I def love it on polarus, still allows me to see the world

pale narwhal
#

if there was a desire for some form of automatic compatibility

#

it would be pretty touchy though, definitely hard to automatically cover all cases

west vessel
#

why is your polarus so red

viscid crypt
#

it's eclipsed rn (eclipsed polarus has an AWESOME event ||that unlocks a moon, fun fact!||)

scenic ocean
#

Automatic on a moon basis would be tricky, as it would effect the interior too then.
Perhaps just a "intensity" config slider for volumetricCompensation could be good, so people could change how much it's compensating.

#

Either that or the moon name basis + toggling compensation on when you enter the dungeon

pale narwhal
#

although, at least in the case of wesley's moons, they usually have their own interior effects where you won't be seeing consistency across moons anyway

#

infernis has interior smoke particles, another moon (gratar?) has red lights everywhere, asteroid-13 has additional dark fog on the inside

#

not to say toggling on/off when entering dungeon would be less correct, just not a major flaw if it is infeasible for some other reason

scenic ocean
#

those should at least be consistent between vanilla and sponge since the interiors should always be effected by the vanilla shader

pale narwhal
#

rather than volumetric compensation itself being globally worse

scenic ocean
#

I think a name list for moons and toggle based on being in the dungeon would probably be the best solution

pale narwhal
#

me too, if you're up for it

scenic ocean
#

I'll put it on the to do list, should be able to have that in within a patch or two

viscid crypt
#

you both are awesome

faint zodiac
brittle fjord
#

I've been messing around and playing with sponge for a day or so now and I just want to say THANK YOUUUU and, like some others have said, I wish I had downloaded it sooner lol.

Only issue I've noticed rn is certain things aren't rendering far enough away on the player camera even though I have applyMapCameraQualityOverrides = false. Is the culling distance just hardlocked on that camera? (As opposed to the configurable distance on the securitycam) Assuming the mapcamera isn't having a weird interaction as I do have OpenBodyCams installed.

#

Also I noticed a lot of things weren't rendering correctly when I had applySecurityCameraQualityOverrides = true, such as the entire platform/watertower this cam is looking at being invisible, and eyedogs being invisible except for their teeth. That might be more of a feature than a bug though, as I assume most people don't care about the ship security cam and are fine to save frames by having objects like those not render on it.

brittle fjord
burnt belfry
pale narwhal
#

it defaults to only 25 iirc which is quite low

brittle fjord
#

ty I'll have to look into that

#

Do you know if the camera on the radar booster is essentially the same cam for a player? If I can reliably use those to debug that'd make it was easier lol

pale narwhal
#

im pretty sure

plush sierra
#

think the only difference is the cam will be glowing with radar booster because of it's light

wet gate
strong lion
wet gate
#

Yeah but its still thunderstore

burnt belfry
#

modrinth my beloved

wet gate
#

(prob. shouldnt have used mirror as the term here, i moreso meant having mods published on multiple different sites)

scenic ocean
scenic ocean
brittle fjord
#

Sorry my screenshot didn't save properly and I can't take a new one to show ya rn, but the water tower was definitely not rendered because of rendering, not culling - at least, culling based on distance. I do use the light-in-space mod to see planets so I had set the cull distance to back to default 150, meaning I could see all the way to the wall with the ladder on it on experimentation. Again that was just the outside security cam, the bodycams were all fine for rendering everything - ofc you're telling me now those are unaffected. I guess I just didn't realize how short the render distance was and it was a coincidence I did right after installing sponge, mb! Placebo effect lol.

With dogs not rendering (again, their teeth rendered, but not the rest of em) my only guess if it wasn't sponge being strange could be the skins not loading because of colorfulenemyvariety? The dogs looked vanilla color to my eyes but some of those skins can be subtle.

applySecurityCameraQualityOverrides being false did allow the watertower and dogs to be rendered again on the cam, though. Doesn't mean it was sponge, just sayin turning that off did fix it!

scenic ocean
#

That likely means that it's either something strange with the LODs, or that the dogs and tower are transparent(likely for the tower)
I set the security camera to ignore transparent objects by default with applySecurityCameraQualityOverrides = true, but I can add more precise configs for people who want other changes to the cameras but not that.

#

I'll look into getting additional configuration for the security/ship/map camera in next patch.

brittle fjord
#

No worries, thanks for all that you do!

scenic ocean
#

Thanks for reporting the visual issue! Feedback helps a lot as some things that I never would notice in my games are way more noticable for other people, and I want to make sure Sponge is configurable for all setups.

shy bison
#

I'm not 100% but I think sponge is causing the "X Days Remaining" message on the ship to stutter. could someone try it in multiplayer and see if it happens to you?

pale narwhal
#

it is probably sponge

#

because UnloadUnusedObjects runs on that screen

#

you can disable "runDaily" in the config

shy bison
#

will that cause anything bad to happen?

#

Like will I lose sponge functions?

pale narwhal
#

sponge calls that function to reduce memory usage

#

vanilla never unloads assets once they are loaded to memory

#

if that is not a problem for you, then no, it would be fine

shy bison
#

so I use more ram if I turn it off?

pale narwhal
#

you can also use a chat command to manually unload but i forget what the command is called

pale narwhal
shy bison
#

Then I should keep it on right? Sounds like good thing to have it on\

#

Well is it possible that eventually that function can still be called and not have that message stutter? Like in an eventual update?

pale narwhal
#

not really

#

to my knowledge there is no asynchronous unload

#

so the function always completes in a single frame

#

however long that frame has to take

shy bison
#

So from now on that'll always happen? D: If I want better ram usage

pale narwhal
#

if you wanted

shy bison
#

I'd prefer automated. I mean I can live with it, it's not that bad of a stutter.

shy bison
#

wait, why would it stutter in multiplayer but not in singleplayer?

#

Like the audio stutters in mult but not single

foggy void
#

It's just cus the game has to log more in Multi so there is extra overhead

shy bison
#

How do I use minimal logging?

#

Nevermind I just found it

#

Thank you!

scenic ocean
#

Yeah, minimal logging should cut down on a lot of the stutter. I might change that to be the default option next patch.

lean wave
#

@scenic ocean hi! just wondering, do you change the main volume that is used for the game's volumetrics and stuff? (in vanilla its "/Systems/Rendering/VolumeMain" in SampleSceneRelay)

#

my mod increases the depthext on that volume so you can see volumetrics from further away, but lethalsponge seems to break it

#

for reference this is lethal sponge off vs on

#

oh, its this D:

#

okay well that's fair, at least you can disable it i suppose

shy bison
#

other than minimal logging, is there any part of the config that is recommended to edit?

pale narwhal
#

something like 300 might be sufficient

lean wave
#

just sucks cuz this breaks intended behavior with my mod ootb

#

but i mean it makes sense

pale narwhal
#

well

#

lethal sponge is designed for vanilla

lean wave
#

i get it

#

huh

#

some of the removed posterization actually looks kinda nice

#

like

#

it makes the lights fade better

pale narwhal
#

sorry i didnt finish my thought

lean wave
#

i notice the text on terminal has no more outline

pale narwhal
#

anyways there are other incompatibilities and settings exist to fix that

#

the default security camera distance breaks planetpreview from chameleon

#

the quality overrides break film grain

lean wave
#

no it doesnt

#

oh

#

well

#

it kinda does

#

not on the menu lol

pale narwhal
#

yes but on the cameras

lean wave
#

you know this isnt a film grain effect right

#

its a scan line filter

shy bison
#

Anybody know what setting causes the ground to look kinda grainy?

lean wave
#

film grain is like

#

actual graininess

strong lion
#

do /sponge shader in the chat to compare with vanilla

lean wave
pale narwhal
lean wave
#

ty

pale narwhal
#

planet preview is culling dist 20 -> 150

lean wave
#

ye i did that

pale narwhal
#

just using a scanline filter

#

the name is a tad misleading

lean wave
#

well i think its kinda misleading yeah

pale narwhal
#

fear and flashbangs use actual noise patterns

lean wave
#

they're so

#

visible

neat light
#

idk if this is from lethal sponge but i've recently been getting this with weird occasional stutters on my dev pack after i've added it, ill remove it soon and just mess with stuff without it and see if i can reproduce this

neat light
#

it was, infact, not lethal sponge

foggy void
#

Besides the small one when it unloads when going back into orbit

neat light
#

i mean the dev pack is very small, it has everything you would probably have, i only noticed this stutter with these logs happening recently

#

plus its my testing environment, so we wouldnt be doing the same things, though i wasnt doing anything especially different when it stutters

foggy void
#

Yeah I get that lunxara_love_with_tail

lean wave
neat light
# lean wave what was it

no idea, my next guess is lethal performance since that got updated recently iirc but i havent tested enough to make sure its that

#

not lethal performance, immediately reproduced it lol

#

i now have no idea what it could be

#

could be an issue with my hardware since i swapped my gpu for a better one recently but noticed rare crashes occasionally

neat light
#

oh true i could do that

strong lion
#

whats ur new card

neat light
#

3070

strong lion
#

nice

lean wave
#

yooo sick

#

new gpu gang..

strong lion
#

damn

#

do we all have new gpus

foggy void
#

Sometimes drivers get a bit borked after swapping out hardware

honest shoal
#

Is there anything LethalPerformance does that Sponge does not? And/Or should I disable LP?

honest shoal
#

No overlap issues like Matty FIxes/GI to worry about?

wet gate
#

It should be fine

honest shoal
#

daaang slaps roof this baby can fit a ton of compatibility

wet gate
#

A sponge is also compatible with cleaning a lot of stuff

#

name checks out

mighty rapids
#

this truly is....

#

a lethal sponge.

warm solstice
#

Which is just beautiful

honest shoal
#

Oh, the SSS cabinet...or was it GI readme said something about overlap issues

timid blaze
#

Not sure if this has been mentioned already but, just for the sake of documenting it, seems like Lethal Casino takes a bit of a visual hit with Sponge's custom shader enabled. Though besides the casino I can barely distinguish the shader from vanilla, lol.

#

Vanilla

#

Custom shader (also wow I forgot how much Steam compresses screenshots)

#

Not expecting any kind of fix for this since it's related to modded content (and for all I know it isn't even Sponge's fault), but figured I'd put it here just in case it helps with any similar issues that something else might have in the future. It's not even that big of a deal anyway, this mod is amazing and I'll deal with a tiny visual bug for free FPS any day.

jagged rover
#

the solution is to not play with casino anymore since its immersion breaking Trollface

timid blaze
#

But the company wants me to develop a crippling addiction to gambling in order to lock me into an endless cycle of quota poverty 😭

tranquil lake
#

Lethal Company breaks my immersion in everything. Uninstalling System32

mighty rapids
#

I FUCKING HATE VIDEO GAMES

scenic ocean
#

Just uploaded patch 1.1.0 to thunderstore.
Bit of a big one, couple of new systems here. If you experience any unwanted load time increases generateLODs is the likely culprit.
Not as much RAM impact as I'd like on my pack, but nearly a gigabyte of VRAM saved with the new systems. LODs are also not a massive performance boost, but they help a little.
Definitely going to be patching and refining these a bunch as I get feedback.

* Added new Deduping system, to remove duplicate assets from mod loads. Relevant configs are in the new `Dedupe` category. Every mod that uses a base game asset loads another copy of it into memory, and this system goes through and unloads those extras. I'll be revising and expanding this system over the next updates, if there are any issues please report them on the Github or Discord thread.
* Added new Texture Resizing system. Relevant configs are in the new `Textures` category. This will resize textures that are over a certain size and reduce VRAM usage.
* Added new Automatic LOD and Mesh Simplification system. Relevant configs are in the new `Meshes` category. I'll be revising and expanding this system over the next updates, if there are any issues please report them on the Github or Discord thread. Currently the system only works on GrabbableObjects (scrap and tools).
* Added `cameraRenderTransparent` config (true by default), which sets whether the ship/security cameras should render transparent objects.
* Added `compensationMoonBlacklist` config (empty by default), which is a list of moons where `volumetricCompensation` will be disabled while outside. Use this for modded moons that become too foggy with `volumetricCompensation`.
* Changed `minimalLogging` config to default to true.
* Changed `lightVolumetricDistCap` config to default to 250f instead of 150f, it was a bit overtuned for default.```
neat light
#

oo

warm cloak
scenic ocean
#

I've noticed that for a couple of modded items, since it tries to re-use LOD models. I'll look into if I can get that fixed.

shy bison
#

For me modded items are completely invisible until I get close

scenic ocean
#

Any specific mods? The only item I saw that happen with was inconsistently Dirty Arson from Lethal Things.

pale narwhal
#

upturned variety randomly replaces models for:

  • perfume bottle
  • plastic fish
  • candy
shell notch
#

with the new update , im having this log spam. the cupboards have no collision (self sorting storage, melanie's furniture wide cupboard, and the vanilla cupboard are affected)

#

tested again the previous version of lethal sponge but there's no issues

shell notch
#

disabling de dupe meshes in the configs fixes it tho

pale narwhal
#

ScavengerPlayerModel should probably be added to the default de-dupe texture blacklist

potent meadow
strong lion
#

Could I add StorageCloset to a blacklist to stop it from doing that?

strong lion
#

but i also got this spammed during landing on Scallg by Powerfull

worn roost
#

i guess that it doesn't check if mesh is used for mesh collider

strong lion
#

same when loading into the game itself actually

shy bison
knotty cove
#

The most recent update breaks the game for me

#

it slams me onto the ceiling of the ship and back down onto the floor super fast

knotty cove
#

yeah idk

#

i updated it and it does that

#

then I disabled the mod and it stopped

unreal crane
#

@scenic ocean did you perhaps changed anything voicechat related in the last update ?

#

i updated lethallib and lethalsponge 1 hour ago and since then, the voices keeps breaking

unreal crane
#

please check if you modified anything about voicechat, disabling your mod fixes the issue

scenic ocean
#

Ok, looks like it's marking collision meshes as non-readable when deduping, I'll get that fixed.

scenic ocean
unreal crane
#

yes it is

#

at each landing at least one client can't speak at all

scenic ocean
#

Can you send me a profile code, so I can test it

unreal crane
#

01959ad2-7a06-8584-f1a9-3f05e8db3162

#

lethalsponge is disabled in this code and it works

#

just before it was enabled and audio kept breaking

#

do you want a clip ?

scenic ocean
#

clip would be good, also if you could test and see if it happens with deDupeAudio = false

#

I'll get a quick patch sent out for the mesh colliders being non-readable now, since that seems most pressing.
Then I'll look into the LOD and Voice Chat issues

unreal crane
#

btw there was another issue