#Lethal Sponge
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What other things conflict with this mod?
I have this issue too (I just opened an issue on github for it because I forgot to look here before I did 🤦)
sorry im just now seeing this but I mean i could do that for ya
Thank you for the report, looks like FixInputActions is starting up too early possibly...
This happens consistently with it on?
Oh whoops, I'll look into what's causing that and get it fixed. Probably missed a place where they should be uncoupled
That's probably exactly it and likely why it doesn't have issues in larger packs tbh
Visually glitches? Do you have a screenshot or video?
Cus I know someone reprod it by just having your mod and BepinEx
I think it's when your mod makes the game unload stuff when going back into orbit
The small freeze caused by it just causes the UI to also freeze a little
What is being unloaded anyways? I thought the game unloads stuff by default tbh
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
So, by default Lethal Company never actually runs Unity's cleanup scripts, since all level loads are additive
This means that all of the loose textures and meshes and other things from moons you visit stay in memory
the console for sponge gives you a readout on how many things were cleaned up
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
Lol
Cus I think LLL makes it unload that stuff on moon switch, which is why sometimes it freezes when changing moons for a bit
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.
Yeah
But yeah, it's a slightly expensive operation.
Actually, I think I can add a config to make it a bit faster.
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
Oh yeah that would help
I'll add that for next patch
Okay, so
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.
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
such an awesome mod 😭
Wow welcome back from the dead
the only issue has been with the input fixes for a few things
yeah this is the most notable performance boost i've seen in a long while
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
inside and outside
even the worst moons never drop below 90 outside
everything else is great and can basically be dropped straight in with no issue
been here the whole time, just not working on lethal stuff currently
genuinely, I don't know what kind of magic this mod does but its already a staple in our pack
input fixes should be working after the patch later today, just trying to get some alt shader visual improvements in with it.
Happy to hear it's working so well for people though!
i look forward to it
TBH it's already pretty good i think im just really picky
but i am excited for the possibility of future tweaks closing the gap further
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.
does this matter if betterfog is used?
also gotta say, this is probably the smoothest the game has ever felt
it just fundamentally changes how volumetric fog is rendered
in general, all forms of fog will appear a bit thinner than it usually is
the main thing I'm excited to see improved is the alt shader
oh god that sounds cursed
alt shader already looks pretty good
the only spot i can really tell the difference is near the back of the ship by the suit rack
the biggest turnoff for me is how different fog looks outside
where the floor's indents aren't emphasized as much, and the doors themselves have a thicker outline
but that is on the chopping block right now so it should hopefully see improvements soon
it has a couple other tells, like colorful outlines on objects
you can see a green outline on the orange suit in this screenshot
blue outline on keys here
i can see it yea
i think the outlines are pretty inoffensive but wouldn't complain about it being fixed obv
outside of that it just has a tendency to make certain objects shinier than usual
doors in manor/mineshaft are noticeably shinier and look less gritty
i definitely saw the shininess in the ships floor
you know those 2 pipe looking things running along the length of the ships floor right
without custom shader / with custom shader
everything is brighter lol
Yeah lower the gamma by like 2
personally ive always preferred the game to have colors pop out more, which is why ive always played without post-processing
sponge having the option to still have the shadowy outlines for everything is really nice
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
I still find the alt to be flatter and less cartoony
and that's probably not going to change
I mean it will change once scoops gets around to making it look more like vanilla, which is the intent
it doesnt really look like a cartoon to me
it just makes the game appear more like clay
which is a kind of smoothness i enjoy personally
If it's 1:1 with vanilla, then I welcome being able to use a more optimized version of the game's artstyle
but for now, no
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
but its just dependant on brightness, monitor gamma, monitor type, etc
Which is still an advantage, and the reason you're not allowed to use it in sessions I host
^ for reference narpy
Compared to the posterization--the posterization is piss dark
Can Discord genuinely stop being ass and like
take me to the message
😭
DUDE
ok...
#1345089401100701778 message
Ah, okay
I was gonna forward initially but it didnt wanna cooperate with fwding to the same channel
lmfao
Yeah, sounds like Discord
fr discord having problems moving to replied messages recently
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
manor had a part to do with that
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
if i died
and manor is like, insanely easy to play without a light
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
like standing under lights to see outlines of rooms ahead, training your eyes to see ahead the edge of the scanners dim light
like standing under lights to see outlines of rooms ahead
this is actually something you cant do without post-processing btw
and ngl, thats kind of a big deal, because thats a very huge detail to use to your advantage when you notice it
what
this ^
my friend experienced it and we had no idea what caused it so we wasted an hour trying to fix it
torture
disable the option under fix foliage lod that i forgot the name of
thats all you need to do
input fixes right
why the heck...
why does that brick the game for some people tho...
is it impacting the player LOD?
input actions really shouldnt be affecting LODs
but it seems like an inconsistent problem
some people have no issues with it, and others do
oh i thought u meant it was a subset of a lod setting
not a different setting
got confused
makes sense
the game's post processing does exaggerate shinyness quite a bit from what i've noticed, normal and roughness maps on models turn SO shiny
i mean the lack of posterization significantly impacts the visuals of fog and sponge is not immune to that either with the altpost
with no posterization it's also much easier to see mud pools on rainy maps with dark terrain
like artifice and experimentation
in most cases i dont think it matters but it does objectively increase the amount of available visual information
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
i dont see quicksand 50% of the time, i run into it then back off
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.```
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.
Might have to end up just globally increasing light and fog intensity while using the replacement shader, not sure. I'll continue trying things.
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?
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.

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?
is there any way to turn the shader on and off while ingame?
it worked for me by using lethal config, u just have to back out to the menu first
backing out into the menu prevents me from making perfect comparisons
use the snipping tool
the snipping tool does not help me get the position and camera angle the same
Just use something like imperium to teleport to the right/same place
though it really isnt difficult to get the same angles if you have a proper reference point that you can align with
are the regular shader and wip shader currently identical
- 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.
i mean, sounds different to me
if they are different that would mean using lethal config to change it does not work
I would appreciate if someone send the comparison side by side later
Looking good
I can definitely see some differences but in general when you’re not paying attention to every detail it’s somewhat unnoticeable
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
it looks like it on the terminal
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
what's up with the evil red dot
ignore it 😅
couldn't get the same angle, but the WIP is very close to the original
I prefer the WIP for experimentation. Looks much more vibrant and clear
Although that’s probably from less fog, right?
17 fps 
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
these comparisons are very nice though
vanilla seems to give a color to darkness in some way
i'll show you what truly is a low end pc
lmao apparently
it's cool that it looks like it's making a pretty sizeable difference for you
I need to test again, it didn't look like that much after a cursory check
I'll have to take a look what mods are taking a chunk of my FPS later
glad there are a lot of performance mod atm
My friend used to play at 8fps in the ship before they upgraded to a new laptop (their hard drive failed, not surprised because that thing was rotting into pieces)
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
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)
I also like the less dense fog
but the lights are bit weird
I forgot to check how it looks with Chameleon fog reprojection + LCUltrawide
seems to disable Full Darkness
with sponge disabled
with sponge enabled on wip shader
ok horrible example but believe me
the WIP shader is much much better
TBH in its current state I find it already good enough to just adopt in general
i think it is a tad brighter than vanilla's visuals, especially noticeable when looking at dark screens
but also screenshots like this show that vanilla also has brighter brights
so maybe it's more an issue of contrast
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
not quite sure what it is but something about this gives me the vibe of classic lethal company aesthetic
like the in-dev videos zeekerss posted
before release
Extra screenshots with LC Ultrawide 540p and Fog Reprojection from Chameleon
This mod is extremely exciting, another scoops W
text is a bit harder to read yeah
harder still if you use the film grain setting in butteryfixes
idk if i'm using that
just using the film grain effect on the main menu and pause menu i think?
I think that having an option to remove the camera near the ship door could increase FPS
it's not very detrimental in my opinion because i've never seen anyone use that camera
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...
"Hm yes i wonder if theres a dog outside the door
maybe i should check the door cam"
usually enemies don't render when the door is closed
Still the audio is also a huge giveaway so you usually never need it. Probably why mods like replacing that monitor screen so much.
But yeah, definetly worth considering assuming it actually has any impact. Though at that point you might aswell just disable the camera render if you're not on the ship.
A 3rd mod to disable the cameras 🔥
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
Yeah thats what i had assumed aswell
also the camera should already disable when outside the ship, don't worry about that
except if you have mods that break that, but I don't think there are any that I know of that do
i was today years old when i found this out, so uh, cool i guess
Yeah, the cameras disable when you are
a: outside the ship
b: not looking at their screens
so a low fps outside cam should have minimal effect generally
like here, where zeekers makes extra sure it's enabled
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.
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).
My biggest concerns are Fog, Light Intensity, and Text Readability with the WIP shader.
the commands depends on which shader i pick in config ? so its like vanilla + sponge/wip
yup, it will swap between whatever sponge shader you picked and vanilla

yeah those are definitely the areas with the most difference
but it is also kind of like
it's not the same but it feels very similar where id only notice because of my significant exposure with vanilla
i think if someone used your WIP shader as their first ever exposure to lethal
theyd get basically the same experience
and that's pretty good already
fog is defo still the biggest "pain point" and will probably be the hardest aspect to calibrate
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
but i feel like the wip shader is way closer than the previous was with the fog
artifice felt a lot more vanilla adjacent
still a huge difference with a direct side by side but if thats just "the nature of it" it's not the end of the world
🤷♀️
i already feel pretty good using it in place of vanilla how it is now, so that is my two cents
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.
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.
Hey I'm curious, how do you go about testing & adjusting the comparison between Vanilla and your shader?
Do you have like a "at runtime" switcher, or do you also need to change configs and exit/reload to see the effect?
So I have the /sponge shader swap I can use, but I mainly just look in the unity editor and have screenshots of vanilla.
(dev methodology is super interesting and something i really enjoy seeing how people do it differently)
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
Nifty!
the craziest example i've yet to witness was a debug mode where you had both renderers side by side, and you could use special keys to "move" a central dividing line to compare between them
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
Oh that's very cool. Very clever idea for visual testing.
psst I'm seeing a little bit of an artifact here:
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
the lit terminal buttons appear significantly darker on the wip shader as well:
it does look very good otherwise though, I think
They're dark in Vanilla too though are they not?
I kinda vibe with bthe colors being slightly darker though
left is vanilla
Got ya
I don't mind it too much either, but it does make those lit buttons appear very similar to the unlit ones
hmm that is an interesting find
i wonder where else that sort of circumstance could crop up
yeah not sure, I just booted it up in my test profile to compare quickly before I test some pathfinding stuff
I am also curious if it affects gray colors differently due to this
Charge station and the speaker near the door?
yeah i mean
i can feel a difference in how the concrete buildings look
the side of the building on experimentation felt different while walking to/from fire exit
the platform outside artifice's entrance door felt different
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
it does have a very similar feeling, the grit is there (last version of the shader was missing a lot of grit)
but it's still not exactly 1:1, at least not for my money
I think maybe the color-based edge detection is using a too-opaque black color too
i just think this is especially interesting because of how it manages to somehow flatten the contrast between the lit/unlit buttons
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)
yeah edges feel a bit too thick overall
yeah, it's definitely an incredibly tricky thing to get right
if I were doing this I would probably try to decompile the shader before I even attempted this, but Scoops seems to be doing a really good job of just reproducing it
The WIP shader looks way nicer to me
the wip shader seems to break if the other custom shader isn't also on
I think my onion is that they're actually slightly thinner, at least the color-based ones, but they're more opaque
with ShipWindows it really shows cus the Shutter Switch and doors lost a lot of details before
Yeah it does
Probably an oversight
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
hmm you may be right
i can definitely tell there's something off about them but i do have a little trouble quantifying what is off
the suit rack is a pretty good visual aid for the outline behavior
i think
so glad for the in-game command testing this in detail would be exhausting otherwise
Lol
yeah, it's very nice to have instant feedback
especially for testing fps differences
it looks like it's something like 7.5% gain for me
I know with 720p set in LCUltrawide and the previous shader my group seemed to get double the framerate in orbit
Which was impressive
it's funky how it varies so widely to where some people are seeing like 25% or more gain
Yeah lol, it's all based on hardware configurations
oh im getting that artifacting bad on assurance
defo something weird happening with highlights and outlines
oh woah
Yeah I was gonna enable the new shader for stream today but I may wait
Artifacting is probably normal since it's a WIP
the color shifts there are really interesting too, the concrete looks more yellowy and the ground more red 
I mean definitely, I'm sure it will be fixed soon enough
I think it's mostly to do with the fog
fog is tinted blue on almost all the maps
rend, dine, and artifice have gray fog, embrion has red, and adamance has green
everywhere else is blue
thicker blue fog against red desert terrain would give it a bit of a yellowish tinge, at least i'd think
although assurance doesn't have a fog exclusion zone outside the doors
so it's weird that there would be diff behavior on the concrete
I have all the decompiled shader code, but since it's a shadergraph shader it's nearly unreadable.
If I get frustrated enough with recreating it visually I'll go through and notate that, but at the moment it is not worth it.
And this is likely an artifact of converting the HDR color into HSL and writing to a non-HDR buffer before writing back.
I need to look over the HSL conversions I found, they do not play well with HDR at all.
If I get frustrated enough with recreating it visually
Ah yes, the "ill do it out of sheer spite" method. It always works 😂
does the wip shader need a restart to become active?
i tried enabling it in main menu and got this instead
You have to have the custom one on as well
Or it gets disabled
WIP should need a restart, yeah. I didn't plan any of this for changing configs in-game yet.
Oh got ya
It might work without a restart? But certainly wasn't built for it atm
the normal custom shader does
restart is definitely best practice
Once I get the launch issues ironed out I'd like to add more in game controls for this
chat controls are "pretty functional" but it does make me wish lethal had a chat history
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
so i could copy+paste with the up arrow
maybe nicechat or something else does that but i dont have any chat mods on my test profile
that would be so nice, I keep trying to access chat history and being sad
was gonna say NiceChat has a configurable message history
not sure if this is in the scope of a sponge config setting
or if it would deserve its own separate release
but i'd love for the OG altpost shader to be preserved somehow
the new WIP is a lot closer to vanilla and a better default (once the artifacting is improved)
but i do like the vibe of the first version and it's fun to play around with
as something different
Config for "Legacy Sponge Shader" maybe?
I do agree that i also kinda like the vibe of the original
oh yeah I did some unrelated inspection of a shader graph's generated code and it was cursed lol, I cannot blame you
not an issue that just needs a saturate then I guess?
I believe in you though, you've done wonders already
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.
I'll probably just keep the current useWIPCustomShader config and rename it to useLegacyCustomShader once I swap the two.
That'll work ^^
Seriously though, absolutely goated work you're doing for the community here
fr
one of my friends who was lagging real bad (~30fps w lagspikes) with my modpack installed this mod and got up to 60fps consistent
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.
(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)
honestly true
I used it before i took like a 3/4-year break from LC
didnt really add it back when i made a new pack and when i also started work on immersive ship sfx
did you expect the modding community to cook so much lol
my friendship was a bit longer until LethalPerformance was created and it fixed the fog spam on terminal
Bu there wasn't a alternative to HDLC
now we have
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
simple mods have 2 sides of aging
working perfrectly fine for years
they do or they dont
or breaking shit completely
exploding when a fly touches it
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
enhancedradarbooster:
don't have a screenshot but yeah i got that artifacting extremely bad on etern's terrain
enhanced radar booster is literally ahead of it's time
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
and the fact it still works flawlessly is really impressive
it hasn't been updated in 11 months
?
kinda depends on what the feature is but this is definitely possible in a wide range of applications
yeah, that's what I was referring to
are you using your own buffer? hopefully you're not changing the custom buffer format like Diversity does, since that can cause issues for mods that expect it to support transparency (RuntimeIcons used to depend on that)
if needed, I can point you in the right direction to change the custom buffer format for just one camera
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)
but I guess if it's having issues with going above 1 then you must mean that you're using R8G8B8?
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
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
not seeing it on assurance on my end anymore at least
RuntimeIcons currently patches HDRP to allow us to use R16G16B16A16 for just our specific camera
very nice 
colors look better too
that's much closer to what im used to seeing, anyway
Also adding a config that enables increasing all fog and lights to compensate
Ehh idunno it’s close but it still looks quite off to me, especially the experimentation screenshots
yeah true, it does look like the colors improved
I think the fog and light intensity pulls a lot
I do wonder why the fog on transparent thing doesn't seem to render on top of the fullscreen pass though, it's curious
fog washes out some of the oversaturated parts and the lights add more highlights
I wouldn't have expected the custom pass to change that really
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
light intensity needing to be changed seems strange to me, but the fog makes sense
im not sure you could replicate the exact style without falling prey to the same optimization issues anyway
unless you mean to increase the fog volumetrics?
I don't think it's necessarily that the fog on transparent isn't rendering anymore, I think that lethal's original shader was just applying fog and light effects an extra time to the models
the more i look at comparison screenshots it definitely feels like fog is just getting applied twice yea
It's very odd
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
still not 100% sure on lights but it's possible
I have the renderdoc step through, hang on
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
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.
you don't think it's part of whatever curve does this stuff?
Yooo let's gooo
Can't wait for the update 
this looks splendid
So that's the outline effect, the sobel operator is seeing the HDR luminance increasing rapidly over 1 there
i recall in that one video diving into LC's graphics that the volumetric lighting data gets applied twice or something, unsure if its related to what you are saying but i figured ill throw it out here since it just occured to me
And the sobel operator shouldn't be doing much to the other pixels I was highlighting, so I think it's a different effect
i think the obvious solution to these problems is to eat the game
understood, grabbing my spork now
oh huh, I figured it had to be a curve given how smooth it is
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
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.
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
It's been a struggle. Unity HDRP shaders are documented terribly tbh, and shadergraph decompiles even less so. Getting there though.
You got this ^^
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
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, ...
yup
Guy seems to know what hes talking about given he explains some of the shadergraph code
Yeah, watched that video recently, it's a super good resource.
I think this is a sponge issue from what others have said
may be wrong
it is the WIP renderer
Do you mean the darkness or the white pixels on the ceiling?
hole in the celling
its as if the tile is missaligned
thats a vanilla game thing
its just more noticable on specific modded moons
interesting... Sponge shouldn't effect the tiles at all, but it could be artifacting
catalyst being a good example
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`.```
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
I'll be looking for visual feedback on volumetricCompensation
If there are any lights that look too bright/fog that is too thick let me know. Lethal company (especially modded) has a ton of different visual environments so my testing is not going to be able to cover everything. From my initial testing though, this looked mostly correct on vanilla moons and weathers.
im surprised the mod didnt fuck with immersive visor
...that mod still works? Thought it was deprecated last i checked, did someone revive it or is it in that state of "limbo where it kinda works but doesnt"
deprecation =/= it doesnt work anymore
Thought that was kinda the point of deprecated though, to mark stuff that has been confirmed to have stopped working and hasnt been updated
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
What part of it still works / doesnt work then? (feel free to move to #modding-general if thats a better place)
nothing about it doesnt work as far as i know
Just curious, i liked that mod but assumed it was broken because of deprecation warning
Guess ill give it a whirl tomorrow
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
from what ive played if you disable the rain settings
it runs fine
i dont even like immersive visor anyways
I like it bc the vanilla visor rim is ugly asf
im just giving the facts about deprecation
ah damn i actually really liked the rain stuff, im a sucker for immersion/ambience (hence me making a sound mod for that...)
well it is getting an update so it wont be dep anymore
yoo
okay definetly gonna have to follow that news
thanks for the info ^^ (and the explainer about deprecation)
same dev different account
the wip shader looks so close to vanilla, really good job on this
Has anyone found the front camera freezing?
disable "fixinputactions"
Wasn't FixInputActions fixed?
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
poor introTweaks keep getting L's
idk why it doesn't work on others modpack but mine is fine with it
Just cus it "works" doesn't mean it's recommended to use though
more often than not it causes problems and incompats
Ok, let me test without IntroTweaks
and what's the difference between IntroTweaks and LC_FastStartup
I only use it to skip the launch mode and get the boot sequence
LC_FastStartup uses a different method that avoids incompats with other mods
It's always been the one I see generally recommended
I tried using LC_FastStartup but the boot sequence doesn't work
It is not IntroTweaks
Tried in a profile with only Sponge enabled
i think there is a misunderstanding here
by front camera, you mean the cameras on the ship, yes?
Yes, specifically the one next to the door
ok
fixinputactions would not do anything about that
that is a separate issue
what are your camera settings?
did you change any from defaults?
Only cull distance and framerate
Though it also happens with fixCameraSettings set to false
what did you set framerate to?
and does setting it to 0 help? (0 disables the limit)
60
Nope
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
@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
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.
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
there's a good chance it'd have to be on LLL's end yeah but might as well ask and see
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.
Yeah...
That monitor isn't included in the visibility check right now since it's not the 'main monitor' for the security cam. I'll add a special case for that in next patch.
Thx!
The rain works fine for me
I use it specifically on my largest modpack too
So I guess if you ever wanna see something that looks funny the Takeys from Crit's Takey Plush mod get a bit overly dirty looking almost like they're from Borderlands with the WIP Shader compared to Vanilla 😆
Its perf heavy I meant
I have the extra graphical effects turned off and have it matching the vanilla games resolution
Doesn’t have as much of a performance decrease
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.
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
are these two settings supposed to have the same description?
Btw the new update for the WIP Shader is perfect imo, I really like it
I have in fact not managed to try it yet due to procrastination. But i will tomorrow when i work more on my mods.
@tall bridge give this a try when u can
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.
also isn't the only big mod that unloads from ram after startup is LLL?
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
[Message:LethalSponge] Finding Ship cameras.
[Warning:LethalPerformance] Woah! Someone requests to search of all Terminal objects, even if it's singleton
@scenic ocean 👀
I actually prefer how the WIP one looks over Vanilla's tbh
can you tell which is which? 😁
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
is right vanilla
yes indeed
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
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.
Didn’t LLL update to address this semi-recently?
It did, not every moon is supported though.
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.
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
Wesleys are optimized (theres still room for improvement but I made sure they are optimized)
You did hell of a good job. My friends with a really bad laptop can get better FPS on polarus than experimentation or vow.
Same with seichi
i have to scroll for seichi's next patch just because of optimizations lmao
but thank you 
For the unreleased one i mean
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
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
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
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
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.
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
Ah, good point, I can make all of those more direct references.
I don't think there are any mods that move the cameras/terminal around in the ship hierarchy, and if there are they shouldn't.
I mean I use ShipColors to hide a couple of the cameras lol but I doubt that would really cause issues, I would more so worry about LethalPipeRemoval tbh
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.
Yeah
Do you just mean the color balance in those images? Or is there another aspect that's standing out on the terminal screen?
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
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
Note, what was rly concerning is that the frame drop did not fix itself upon going back into orbit, it persisted until we reloaded the lobby 
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
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
Really bad
I keep my game capped at 60 and it usually stays there regardless of moon/players/amount of stuff in the ship etc., and it shot down to as low as like 12-15
i've never seen it like that before except when something breaks really hard, or with LethalElementsBeta's snowfall/blizzard in earlier versions on some modded moons, likely cuz of how much water it was trying to freeze
Okay, so it would be noticable. Do you have the profile code where it was happening consistently?
I do, though this is a large pack, i can probably provide a cutdown one a bit later to make it easier to test
019567cb-7e78-6fcd-6aee-3be546745b8d
I got the frame drop on Aquatis and Derelict only with Solar Flare active if LethalSponge is on as well, it happens almost instantly for me
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?
Yeah, the frame drop on the moon has happened everytime
I havent tested the persisting to orbit thing though
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.```
Late but it might just be derelict itself
I tried it out a few days ago and it ran pretty badly on my system too
Happened on Aquatis too
byeah could be
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.
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.
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
This might be an issue with the moon you had it on
cus when I tested it it was fine
sector 0?
Yeah the moon might be doing custom interior lighting or something
I know it looked fine when I was testing it on Sorrow
Ah yeah that would probably do it
i meant to set it to vanilla on sector and forgot
lol
cus i think sector alpha has custom interior fog objects
I don't use BetterFog tbh, the nerf that Buttery's mod does is just enough tbh
what nerf
It does yeah, there's an area of it with fog
Part of ButteRyBalance
There's also always the way Mrov rebalances it in MrovWeathers if you prefer that lol
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
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
Is better fog compatible
With this mod?
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.
oh uhm...
Are you sure it is BetterScanVision and this mod?
I just installed this mod and it has been working perfectly :,]
unless it has been fixed recently
After updating sponge to 1.0.8 made it work
oh gotcha, so it has been fixed recenlty
the shader seems to heavily increase the range you can see in darkness
For the most part it is. It was only that 1 moon that had an issue
yup
I'm using FullDarkness mod from Diversity
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
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
does your custom pass get rid of seeing objects behind the light sources?
Yeah, MRAPI's method is reliant on Vanilla's DrawRenderers method, so it's not compatible with the new FullscreenPass.
I don't think it's feasible at the moment for me to write a solution for excluding specific models from the pass. Maybe it would be something I look into way down the line.
In what way do you mean? Like lights are too bright to see behind? Or some kind of culling?
If people could get me some screenshots of dark areas with/without the shader I can see about tweaking it. I wasn't noticing a massive difference personally, especially with the new fog tweaks.
Is this specifically with a mod that changes darkness? Or just vanilla?
I don't think it's really reasonable for you to try to come up with a solution on your side, moving the render queue of the model replacement forward past the custom pass is probably fine imo
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
is there any way to change the lighting so it looker on high res(with ultrawide com edition)
maybe some of these?
fog rendering?
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)
I tried both and it looked exactly the same as the first screenshot
idk what you mean then, i tried both options and the fog looks better
I wasnt talking about fog
oh wait im dumb
I had chameleon off
lol
volumetric lighting and fog are the one of the same kind if i'm not mistaken
yeah I was just being dumb
also you should probably increase your fog budget setting
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
high fog quality is so worth it
medium fog quality doesnt hurt my performance at all
I tried a session with LCVR and had no issues, made performance significantly better
Turning on Verbose Logging causes the game to freeze and then crash to desktop upon landing on the moon Sorrow
Thanks for the report, I'll look into what's causing that.
this is a known thing with Imperium/LE
Wasn't using imperium, what's LE again?
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.
MY MISTAKE: happens without lethalsponge. I haven't seen this before and just installed it so I jumped the gun!
I accidentally sent a link to the better combat mod
Meant to send it to a different server
its me.


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?
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.
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
if it's too foggy i think reducing the fog budget can help with that
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
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.
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
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.
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
in this case
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
huh. Ive never noticed that was a crazy side effect of that
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
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
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
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
maybe sponge could search for an active terrain component and then ignore volumetric compensation for that particular moon
if there was a desire for some form of automatic compatibility
it would be pretty touchy though, definitely hard to automatically cover all cases
why is your polarus so red
it's eclipsed rn (eclipsed polarus has an AWESOME event ||that unlocks a moon, fun fact!||)
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
this is sort of what i was thinking
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
those should at least be consistent between vanilla and sponge since the interiors should always be effected by the vanilla shader
im all for more configuration options so an intensity slider could be valuable if desired, i just don't think it will solve this specific issue since the problem is different moons will look better or worse
rather than volumetric compensation itself being globally worse
I think a name list for moons and toggle based on being in the dungeon would probably be the best solution
me too, if you're up for it
I'll put it on the to do list, should be able to have that in within a patch or two

you both are awesome
sorry i spilled my red 40
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.
P.S. using a radarbooster for testing ofc but I noticed this being the case with playercams yesterday - so it's possible today's update fixed this but radarboosters culling distance is hardcoded or something.
lethal company mods on modrinth 
openbodycams has the setting to control the culling distance for the body cam
it defaults to only 25 iirc which is quite low
orly? Maybe I just never noticed but I could have sworn it was reasonably far until I installed lethalsponge
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
im pretty sure
think the only difference is the cam will be glowing with radar booster because of it's light
nothing agains the thunderstore folks but having multiple options/mirrors for downloading is never a bad option in case one suddenly becomes unavailable 
you can change your cdn in the mod manager settings
Yeah but its still thunderstore
modrinth my beloved
(prob. shouldnt have used mirror as the term here, i moreso meant having mods published on multiple different sites)
applyMapCameraQualityOverrides is only for the radar/map camera, so nothing there should effect the player camera or boosters.
Also, Sponge shouldn't be touching the culling distance on the player camera or booster cameras.
If you mean bodycams, Sponge shouldn't be touching those either, so the culling distance should be set in the OpenBodyCams Config.
And the defaults for the security camera are very low, as it's such a tiny screen and low resolution in default lethal company. The watertower not showing is likely from the security camera cull distance setting.
Not sure about the eyeless dogs though, that might be a LOD issue? I'll have to look into that.
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!
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.
No worries, thanks for all that you do!
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.
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?
it is probably sponge
because UnloadUnusedObjects runs on that screen
you can disable "runDaily" in the config
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
so I use more ram if I turn it off?
you can also use a chat command to manually unload but i forget what the command is called
yes
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?
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
So from now on that'll always happen? D: If I want better ram usage
well this is an option
if you wanted
I'd prefer automated. I mean I can live with it, it's not that bad of a stutter.
wait, why would it stutter in multiplayer but not in singleplayer?
Like the audio stutters in mult but not single
Just use the minimal logging it fixes that
It's just cus the game has to log more in Multi so there is extra overhead
Yeah, minimal logging should cut down on a lot of the stutter. I might change that to be the default option next patch.
@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
other than minimal logging, is there any part of the config that is recommended to edit?
you can increase light volumetric dist cap
something like 300 might be sufficient
just sucks cuz this breaks intended behavior with my mod ootb
but i mean it makes sense
i get it
huh
some of the removed posterization actually looks kinda nice
like
it makes the lights fade better
sorry i didnt finish my thought
i notice the text on terminal has no more outline
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
yes but on the cameras
Anybody know what setting causes the ground to look kinda grainy?
probably the custom shader
do /sponge shader in the chat to compare with vanilla
anyways do you know what setting fixes that specifically
map camera quality overrides
ty
planet preview is culling dist 20 -> 150
ye i did that
its implemented via film grain
just using a scanline filter
the name is a tad misleading
well i think its kinda misleading yeah
fear and flashbangs use actual noise patterns
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
it was, infact, not lethal sponge
Yeah I was gonna say I've never had stutters from Sponge 😅
Besides the small one when it unloads when going back into orbit
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
Yeah I get that 
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
just profile
oh true i could do that
whats ur new card
3070
nice
If it's that running DDU and doing a fresh install of the latest Nvidia Drivers should do the trick
Sometimes drivers get a bit borked after swapping out hardware
Is there anything LethalPerformance does that Sponge does not? And/Or should I disable LP?
both work just fine
No overlap issues like Matty FIxes/GI to worry about?
daaang slaps roof this baby can fit a ton of compatibility
Basically every fix and performance mod are compatible with each other
Which is just beautiful
Oh, the SSS cabinet...or was it GI readme said something about overlap issues
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.
the solution is to not play with casino anymore since its immersion breaking 
But the company wants me to develop a crippling addiction to gambling in order to lock me into an endless cycle of quota poverty 😭
The real solution is to stop playing LC since it breaks my immersion in gambling.
Lethal Company breaks my immersion in everything. Uninstalling System32
I FUCKING HATE VIDEO GAMES
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.```
oo
not sure if this is already known but items from mods like upturned variety, switch models from distances, like this fish from a far is a blue variant and then turns into a yellow variant when getting close
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.
For me modded items are completely invisible until I get close
Any specific mods? The only item I saw that happen with was inconsistently Dirty Arson from Lethal Things.
at least on my behalf
upturned variety randomly replaces models for:
- perfume bottle
- plastic fish
- candy
fuifkas scrap
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
disabling de dupe meshes in the configs fixes it tho
ScavengerPlayerModel should probably be added to the default de-dupe texture blacklist
im not using LOD groups at all
I had this too before I downgraded back to 1.0.9 (for the purpose of quickly getting my pack working again for a session)
Could I add StorageCloset to a blacklist to stop it from doing that?
ok so adding StorageCloset to the deDupeMeshBlacklist stopped the logspam
but i also got this spammed during landing on Scallg by Powerfull
i guess that it doesn't check if mesh is used for mesh collider
same when loading into the game itself actually
Your scrap is the one with the book right? I might've saw wrong but pretty sure a book appeared invisible to I went up to it
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
what
@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
please check if you modified anything about voicechat, disabling your mod fixes the issue
Ok, looks like it's marking collision meshes as non-readable when deduping, I'll get that fixed.
Is this consistent? Nothing but deDupeAudio should effect audio, but that shouldn't touch voice chat.
Can you send me a profile code, so I can test it
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 ?
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
btw there was another issue
