#Lethal Sponge

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unreal crane
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this time with badasscompany, the text couldnt be displayed in the emote wheel

scenic ocean
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That's an interesting one. I'll take a look at that too

unreal crane
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will try next time i'll play

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ok will discord let me upload a clip

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its in french so good luck, but basically i could only hear purple-hat, lidl suit could only hear me but i couldnt hear them ect...

scenic ocean
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Okay, just uploaded 1.1.1. This should fix all of the collider issues.

* Fixed mesh deduping to also consider `isReadable` when comparing meshes.
* Fixed mesh simplification to preserve `isReadable` when simplifying.
* Added "scavengerplayermodel" to `deDupeTextureBlacklist` defaults.```
shy bison
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oh cmon, I just put the playermodel in the config ๐Ÿ˜ญ ๐Ÿ˜‚

scenic ocean
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That's still good to do regardless, as mod updates don't update config defaults automatically.

unreal crane
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btw scoops, should i clear the config ?

scenic ocean
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Once you get 1.1.1 you could clear the deDupeTextureBlacklist to get the new default, or just add "scavengerplayermodel" yourself.

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Ahh, it's because Upturned Variety replaces the models on SyncScrapValuesClientRpc and Sponge generates LODs earlier on GrabbableObject Start.
That one might be a bit tricky to fix. I'll try to think up a way to account for later model swaps.

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I'm trying out various fuifkas scrap items now and they all seem to be generating LODs properly.
The only thing I'm seeing is that since the book is so small it does have a little bit of pop-in when you get far enough away, but you can fix that by lowering cullStart so that it culls meshes later. 0.01 should make the pop-in unnoticeable.

shy bison
scenic ocean
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So the way LODs work is it picks a LOD based on how large the mesh currently is on your screen.
So 0.01 means that if the item is less than 0.01% of your screen, it gets culled. This means larger objects get culled further away, and smaller ones get culled closer.
It's specifically height too, so short objects like the book get culled even earlier than the same sized object but upright.
It shouldn't effect performance, objects will still cull when very far away.

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Whoops, got my decimals wrong, 0.01 means 1%, not 0.01%.

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but anyway, default is anything smaller than 2% of your screen, but 1% should eliminate pop-in from small items and not effect performance in any noticable way.

shy bison
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Thank you! So I just need to set cullstart to 0.01?

scenic ocean
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Yup, that should make them cull from further away.
Honestly you can set it even lower if you manage to still notice the culling at 0.01

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Just uploaded 1.1.2 as well. Improvements to Audio and Texture deduping.

* Audio Deduping now takes into account Length, Frequency, and Channels.
* Texture Deduping will now never dedupe Font Atlases.```
scenic ocean
unreal crane
pale narwhal
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so i just did it in that function since it's when vanilla items change their variant as well

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your LOD patch might actually have trouble with easter eggs if it happens in start()

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because easter eggs change their appearance via mesh, not texture (they are all part of a single atlas)

scenic ocean
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Interesting, I'll have to keep an eye on them for that.
I hook into start to handle scrap that spawns in after the initial dungeon generation, but maybe I can find something a little later that will still catch scrap that's spawned in late.

strong lion
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for anyone that might be having this error spammed while landing, i was able to stop it by using this blacklist
cube;sphere;circle;cylinder;StorageCloset;ShipRails;ControlDesk;AirFilterThing;CatwalkShip;Cube.001;Cube.002
generally it seems anything that gets caught in the CollisionMeshData errors can be put in the deDupeMeshBlacklist

west vessel
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sponge breaks art gallery from wesley's interiors a bit, causes the enemy statues in the basement to use the wrong textures

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i think it's dedupe textures doing it

strong lion
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does it show any errors in the log

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cus if it mentions any specific textures you could probably add them to ther texture blacklist

foggy void
scenic ocean
foggy void
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I have too many mods to go through figure out which meshes and textures might need blacklisted ๐Ÿ˜…

strong lion
strong lion
foggy void
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I'm more so worried about interiors having issues

scenic ocean
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And yeah, the museum models all use non-unique names and formats, so they'll get caught.

foggy void
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since I saw the report about Art Gallery

scenic ocean
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Are any interiors having breaking issues? I know art gallery has texture issues but I'm not aware of any gameplay effecting issues

foggy void
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Unsure if there's any gameplay issues lol, I am curious if textures and stuff in other interiors break though

strong lion
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but i don't run wesley's

foggy void
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Waow hating Wesley are we?

strong lion
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don't kid yourself

foggy void
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Lmao I gotta troll you

scenic ocean
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I run wesleys with my group and we haven't had any interior issues, but Art Gallery is the only interior that hasn't shown up in testing

foggy void
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It's rare to see someone not use Wesley's stuff lol

scenic ocean
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Art Gallery is sadly just going to be an issue unless the textures are renamed, or if you just add them to the blacklist.

strong lion
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i use some of the moons but the interiors were sucking up a lot of ram

foggy void
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They shouldn't

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๐Ÿค”

scenic ocean
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Interiors are some of the heaviest RAM mods, as they're always loaded

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moons have hotloading but the interiors don't

foggy void
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True, it's just a matter of what interiors you use

strong lion
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i might have to give it another try cus i got rid of a lot of other stuff, but removing wesleys freed up at least 1gb and maybe more

foggy void
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I know Winter also has Lost Edifice which is like 30mb but I removed that one cus it has a few bugs and the dev refuses to fix it

strong lion
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what kinda bugs on lost edifice

foggy void
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Saying it's in a good state despite people finding scraps spawning in walls and stuff

foggy void
# strong lion what kinda bugs on lost edifice

the biggest one outside of the things people have reported imo is if you put it on any moon that generates a big interior, it has a lack of tiles so it will generally generate the same tile constantly to fill the gap, usually ending up being the parkour tiles which are kind of not fun lol

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and interestingly enough on moons like Experimentation it generates a bit too big so loot is scarce

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it just needed some more love before the dev decided to take a break lol

strong lion
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so dynamic level scaling might help it then

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as far as stuff spawning in the walls, it isn't a super big deal to me, do hope it eventually gets fixed but i won't stop using it until then

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cus i'd consider lost edifice as being one of the best interiors by aesthetic alone

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(gameplay is a different story but it wins out in the looks department)

scenic ocean
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Seems like some of the modded meshes were marked as non-readable while being collision meshes, so when the deduping happened Unity got tripped up generating the collision data. For now I'll just exclude that kind of meshes, hopefully later I can find a good fix for generating the data but not having to make the meshes readable.

neat light
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with all the LOD stuff and thing you've been doing to moons and models in general, is there anything moon creators or people in general can do on their end that help that are a bit more niche than the general unity settings?

scenic ocean
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Honestly the biggest and easiest thing that modders can do is work on their naming conventions.
Sooooo many mods (and base game) name their models things like "cube" and "circle", and have textures with identical names to base game textures.
I check a lot of extra stats while deduping, but even with checking things like dimensions and format it still gets false positives for things like the Art Museum statues that are just identical in nearly every way to the base game textures but color.

neat light
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ah right, i remember having to go through toystore once to put things on the proper layer and name checking wouldnt work because it's all Cube lmao

scenic ocean
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But beyond that, generally being aware of asset sizes and import settings can save a lot of RAM/VRAM. I might do a quick writeup sometime for pointers on how to reduce mod memory usage.
I've been seeing plenty of textures that are 2k size but all one color, audio files that are barely compressed, meshes that are tens of thousands of vertices for small objects, and things like that.

neat light
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icic, so far im good.
another thing that pains me that i see people (zeekerss too) do is just put a mesh collider on their model without making a simplified version of their model first Dead

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i think that helps anyway

scenic ocean
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Yeah... mesh colliders are very expensive in general. Ideally you should only be using simple meshes with them.

neat light
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any model that needs a mesh collider i make sure to trim, this model was inspired by zeekerss' own water tower but his is just as it is lol

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in assurance, not even on the playable map, and it's given a collider, especially with railings like those smh

neat light
lean wave
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i have a question about that but i would rather dm you lol

neat light
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rodrigo models, textures and animates everything but im constantly with him so i've seen the entire process a million times lol

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but yeah feel free to ask

somber pollen
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i havent seen the light of the sun in ages

shy bison
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can someone explain what the latest LS update does? I'm wondering if it has anything to do with the cube;sphere;circle;cylinder;StorageCloset;ShipRails;ControlDesk;AirFilterThing;CatwalkShip;Cube.001;Cube.002 thingy

foggy void
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@scenic ocean maybe this is the thing for Art Gallery?

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I saw that error when landing on Cubatres and I had Art Gallery that game

shell notch
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Left : version 1.0.9
Right : version 1.1.0 till latest version

tf happen

foggy void
neat light
foggy void
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It's either that or GenerateLods

shell notch
foggy void
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Try turning off GenerateLODs

shell notch
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i'll try

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still the same lmao

foggy void
shell notch
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I have it disabled

foggy void
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๐Ÿคทโ€โ™€๏ธ Did you even try testing if 1.1.3 fixes this?

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It might be that the scrap has a complex mesh

shell notch
foggy void
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Yeah if that doesn't fix it then I would test changing max texture size to 2048

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Cus at this point that would be the only other new thing added

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it reduces max texture sizes to 1024 now

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But to me the mesh of the face looks like it's stretched

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so I'm assuming the mesh is getting distorted

neat light
neat light
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reducing the frame rate massively isnt an issue at all, it's just part of the lethal experience clearly

foggy void
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I do wonder if this number is a bit low though, not sure what is considered reasonable however

neat light
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some would consider that on the high end, i dont think its too low lol

foggy void
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Yeah I was gonna say if it ends up being complex meshes messing up that scrap then the highest I would set it to would prolly be like 10k and see if that fixes it

neat light
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i doubt that scrap itself is above 5k vertices, though the modpage might have the answer

foggy void
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Yeah, ZigZag mentioned the scraps are pretty optimized

neat light
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ah nvm it's 12.5k vertices

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maybe it is that option then

foggy void
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Prolly

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Generally I don't think scraps usually go above 15k though

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still 12.5k verts is a lot

foggy void
neat light
foggy void
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Should cover those edge cases

neat light
foggy void
neat light
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the takey plushies are so incredibly low poly, how they're 7k i have no idea

foggy void
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I mean so is that Fumo scrap in PremiumScraps and it's 12.5k

foggy void
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LOL

neat light
foggy void
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lmao fair

neat light
strong lion
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awesome

foggy void
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@scenic ocean Prolly a good idea to change the default setting for Complex Meshes to be 15k instead of 5k since some custom scraps get nuked by it, generally I don't think scrap mods go above that ๐Ÿ‘

strong lion
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reminds me of the guy who posted his ai generated gun model that had like 1.2 mil polys

foggy void
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Lol

strong lion
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i didn't quite understand what the issue was until i did a miniscule bit of blender

foggy void
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Big oopsie moment

foggy void
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But yeah it's odd it's not been fixed

neat light
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biodiversity all over again

neat light
strong lion
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lmao

shell notch
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yey fixed

lean wave
# shell notch yey fixed

yall need to stop making ur models so high poly this almost looks like you just sculpted it and exported it

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low poly game does not need high poly models

neat light
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(it's not his sadly)

foggy void
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I feel like 15k is a good limit, some models I believe are naturally gonna just be close to that when it comes to custom scraps

tidal lagoon
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one of the scrap pieces on the ship on our last run was 93k verts

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it was a box

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i counted the verts id need to exactly replicate the shape with an acceptable level of detail, such that it was nearly indistinguishable aside from close inspection

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that number was 44

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was this counting petty? yes
am i over it? no
would i do it again? yes

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may god have mercy on our modpacks...

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...because the average mod sure doesn't

strong lion
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i think when i made custom scraps a long time ago each model was around 4k tris

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though tbf they were model rips from a psp game so they werent gonna be very high poly

neat light
plush sierra
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baby's first model was 3 cylinders โค๏ธ

tidal lagoon
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things get ridiculous
like, 4k is probably still a lot for your average scrap graphical fidelity? but also who cares its 4k verts that's whatever
it wouldn't even be a blip on the radar of the horrifying tour scoops took through captures and assets

neat light
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or the (old since it's been changed) jar models for lategameupgrades, being like 150k tris each

tidal lagoon
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there's some just. woof.

tidal lagoon
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I was sure aware of those jars

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Even before we started this vivisection

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I had noticed those and been like HMMM

neat light
tidal lagoon
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never stopped me from committing mass extermination and collection lots of them tho

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love doing a violence for profit

tidal lagoon
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why...

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im still not over discovering the cat ears i was wearing from morecompany were 109k verts for some godforsaken reason

lean wave
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on thunderstore

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imo

neat light
# lean wave on thunderstore

thunderstore needs like a comment section thing for mods and a report option and a couple other things like that

tidal lagoon
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โ˜น๏ธ

neat light
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noooo im pretty sure i use that one ๐Ÿ˜ญ

tidal lagoon
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my favorite ones the funny blue headband ones

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i feel your pain

neat light
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are they just built into morecompany too?

tidal lagoon
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my crew calls me ship kitten so i gave up and embraced it... but turns out i was just wearing sin on my head...

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and uh p sure that's the player customization one right

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with all the accessories

neat light
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icic, such a shame ๐Ÿ˜”

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sketchfab is filled with models for rendering not for actual use and most people just donmt know that ๐Ÿ™ƒ

tidal lagoon
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most their other customization stuff is like, fine, as far as i know

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its just the one thing i liked wearing that was sinful... twas a tragedy

tidal lagoon
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i learned modeling out of sheer spite back in vrc when i was wading through mmd imported assets

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this feels reminiscent of that

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some things are not built for game use

neat light
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i learned modelling for just making enemies, not the greatest start lol but even my worst model, the redwood giant, wasnt more than like 20k tri's iirc ๐Ÿ˜”

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sometimes me and rodrigo look in sketch fab for references and see shit like a 1 million tri poker table lol

tidal lagoon
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yeah and that's like, nothing, that's fine

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ive been known to make some sinful decisions in the past in my desire to model small details instead of normal mapping them

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im not above being a little indulgent

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but indulgence isn't the issue

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folks just really don't know how bad some things are to just drop in, and dont know why

neat light
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yeah, and users have no way of knowing

tidal lagoon
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mhm

dire fern
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because I use those

tidal lagoon
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you and me both ๐Ÿ˜”

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or did anyways

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i swapped to other ears on principle

dire fern
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oh no

neat light
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mu look at #1241786100201160784

dire fern
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Don't tell me the base morecompany mask is like that too

neat light
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ah and the bundle is embedded into morecompany

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that's great

dire fern
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How do you even get the bundle out of there

tidal lagoon
# neat light yeah, and users have no way of knowing

but yeah im lucky in that i came into modeling off of previously thinking i was gonna be a programmer, id already done a few years of college and had a basic understanding of a graphical pipeline
a lot of folks just dont have that perspective and that aint always their fault but it sure does drag the health of a modpack down over time haha

neat light
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yeah, i was pretty glad with lethal sponges' model view thing that i saw a while back, havent used it yet but am gonna go through my mod with it lol

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just incase i somehow missed something

tidal lagoon
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that'll make scoops real happy to hear haha that sorta thing was a big focus that she hoped it would be used for ^.^

strong lion
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oh bruh

dire fern
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i was an optimisation liability the whole time...

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it's so over

strong lion
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at least what is its name

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so i can disable it in config

tidal lagoon
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uhhhhh not sure
let me see if i can check rq

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naw, sorry, dunno
i stole that from a renderdoc screencap and it doesn't include the model name

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if i had to guess... Cube.001

dire fern
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๐Ÿ’€

tidal lagoon
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statistically that's my best shot

strong lion
dire fern
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I just hope the base morecompany mask isn't also weirdly complex for no reason since I use that too

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If the cat ears are then the rest of mc's base cosmetics could be also

tidal lagoon
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iirc the ears were weirdly aberrant

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i can check the convo we had but this is a secondhand recollection rn so grain of salt and all

dire fern
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ic

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I'll have to see if there's an alternative pair of cat ears in the cosmetic packs I run

tidal lagoon
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cant find it, maybe i dreamt it up, but yeah
i think that the cat ears were the only mesh-based sin of that particular caliber, at least they were the only one pointed out from that set

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think, anyways. dunno!

tidal lagoon
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at least i think its default. its been so long since we added morecompany that i forget what is and isnt

dire fern
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don't remember that being the case

normal oasis
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a lil bit of a dumb question: it says that generateLODs will increase load time and memory usage, so is there a reason why this is good?

tidal lagoon
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initial load times is what it is talking about โ€” generating the LODs takes some time on startup

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(some time meaning like, 10 seconds, in my experience, but that's not nothing and is worth pointing out)

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(might be longer for some folks after all)

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once you have those LODs though, it allows the game to render far away models with less detail, easing some of the rendering burden due to that

normal oasis
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so it loads a bit longer when you start the game, but the game runs smoother afterwards?

tidal lagoon
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that's the hope!

normal oasis
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that makes sense

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thx for explaining this to me

tidal lagoon
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my pleasure ^.^

normal oasis
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BabyManater ๐Ÿ‘

viral wedge
# strong lion

remember!
In the experience Garten of Banban (I don't dare call it a game), the small remote you hold for the entire game has a total of 184,332 triangles!
And I'm not even going to mention the characters!

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because you don't need more polygons to make a good model!

dire fern
viral wedge
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yeah the modelling is the only scary thing about this series

faint zodiac
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I remember seeing a toothbrush with like 500,000

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used in a game somewhere

viral wedge
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how in the everloving hell do you manage that

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100 per toothbrush strand ๐Ÿ˜ญ

faint zodiac
viral wedge
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lmao

faint zodiac
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i remember seeing a whole video documenting horrible polygon counts but i forgort

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sadly this one is fake

viral wedge
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really?

faint zodiac
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Yep

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its incredibly obvious

viral wedge
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i knew it was a high quality model but i wasnt sure

faint zodiac
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you can see they just selected a bit and hit subdivide multiple times

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cus the rest of the model does not have the same subdivision ratio

faint zodiac
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Oughhgjjjgjhhjโ€ฆ

faint zodiac
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i cant remember but i think one time my friends model had 500,000 triangles and 4000 textures (accidental)

viral wedge
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๐Ÿ˜ญ

faint zodiac
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They werent using it in a game at all tho and they fixed it

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actually i had to fix it for them

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the culprit was two springs

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with 240,000 polygons each

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i think all of my custom models are relatively clean

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wait did i decimate those cargo containers on my new interior

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no i didnt

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uhm

viral wedge
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the only time i've modelled was for blockbench

faint zodiac
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i think they are only 1k poly maybe its fine

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maybe less

neat light
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You're thinking of yandere sim btw beanie

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For the tooth brush

faint zodiac
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evil tootbushr..

viral wedge
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i helped my friends in creating a mod for minecraft Cobblemon

faint zodiac
viral wedge
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we call it the Boxpack

faint zodiac
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OH YEAH I FORGOT

viral wedge
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it's not 100% done

faint zodiac
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THE 25,000 POLYGON VIALS

viral wedge
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hang on where's that dang model

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THE WHAT

faint zodiac
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its something i made a while ago and fixed quickly

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but at first it was a set of 5 glass vials

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added up to 25k polygons

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oh yeah i was looking at a model for my interior, it was a basic jersey barrier (concrete barrier seen on the sides of highways and stuff) so it had an incredibly simple shape

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guess how many polygons

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15k.

neat light
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I think the driftwood was like 20k to 30k, he was actually really good but his teeth probably ate up 80% of his tris since I did teeth badly back then lol

faint zodiac
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90% of them could be decimated and it wouldnt visually change at all

faint zodiac
neat light
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Anyone can decimate a model, but have you simplified your mesh colliders beanie?

faint zodiac
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and only one will usually be around

neat light
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If you use mesh colliders, you gotta simplify the model you're using them pn

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On*

faint zodiac
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i didnt use mesh colliders on my shipping containers i used manual boxes EvilPawsy

neat light
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Yeah cuz those are shipping containers smh

faint zodiac
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no

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like

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they are hollow

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i had to do the walls and floor and stuff

neat light
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Yeah thats like 5 boxes

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That's fine

faint zodiac
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exactlee

neat light
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I'm talking actual irregular shapes that primitive colliders won't work for

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Ig I'm used to rodrigo making complicated models that can't have normal colliders

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So we gotta go to blender, cleanup 99% of the model and recreate it for a better mesh collider

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No need for bumps or smoothness because that won't matter in colliding with said structures

faint zodiac
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but id definitely do what u just said if i did

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when are they gonna add a giant sponge to the sky in lethal sponge?

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thats my question.

jagged rover
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ok so uh

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this is happening for some reason

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i think its only me this is happening for

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turned off sponge and it didnt happen

faint zodiac
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its probably cus u play without some shader parts right?

jagged rover
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no, its something else

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cause this doesnt happen in my vanilla+ profile

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or on my main mod pack

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checked just now on main mod pack

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sponge config is identical on both

faint zodiac
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hmm

shell notch
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dunno if this is sponge doing or self sorting storage
some items do this (look for extension ladder and lockpicker)
and some modded scraps are invisible from afar

scenic ocean
# foggy void <@260587965456056331> Prolly a good idea to change the default setting for Compl...

So on the one hand, that would stop it from simplifying scrap like that, but on the other, that does defeat the purpose of simplifying a bit if I just raise the bar to let more unoptimized meshes through. Maybe I'll raise the default to 6-7k if it continues to be noticable, but no mesh that size should have ~15k verts.
I can add a ComplexMeshWhitelist or something so people can let specific meshes through, or people can just raise the cutoff themselves.

scenic ocean
scenic ocean
# shell notch dunno if this is sponge doing or self sorting storage some items do this (look f...

Things being invisible from afar is definitely from the cullStart setting. The default of 2% is seeming a bit overtuned for a bunch of smaller modded scrap so I think I'm going to change the default to 1% next patch. You can set it to 0.01 to fix that.
As for the ladder and lockpicker, that's from the lod having an issue with the animations. Since the lod uses the default state of the mesh, the ladder and lockpicker are shown in their 'extended' mode. I'm not quite sure how best to deal with that, might just add a blacklist for LODs and put them on it by default.

scenic ocean
scenic ocean
# jagged rover ok so uh

Fascinatingly this seems to be a texture dedupe issue. Something in the pack is adding a way brighter version of the ship textures. I'm looking into exactly what's causing it, but in the meantime you can add TexturesCom_Metal_GalvanizedSteel_Old_512_albedo to deDupeTextureBlacklist and that will fix it.

jagged rover
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thanks, and apologies for the report while you had so much to reply to already lol

scenic ocean
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No worries, all the reports are very welcome as I want to make sure the new systems work smoothly

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It was the art gallery/museum again... ๐Ÿ˜”
That interior is a nightmare for deduping, as it adds nearly identical versions of so many base game textures and meshes, and ends up being loaded before some base game objects.
Right now I'm using Instance ID to determine what object is the 'original', but maybe I need to manually create a record of all base game assets.

faint zodiac
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uhm

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so... any duped textures can cause issues...

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gyulp

scenic ocean
#

duped textures that are identical in every way except color can cause issues.
Museum has white versions of a ton of the base game textures, which causes a problem right now.
Fully identical textures are fine, because then they actually are dupes and Sponge is correct in cleaning them up. But 'fake dupes' like the museum assets trip up sponge's deduping since it thinks they're the same.

faint zodiac
#

ough

#

i use some copied textures that are slightly tiled and color shifted for my interior so

#

i hope it doesnt explode

scenic ocean
#

Those might get caught, if they're the same name/dimensions/texture format as the original textures.
Definitely best practice is just changing the name slightly.

faint zodiac
#

oh wait im fine then

unreal crane
#

couldnt you ask wesley to change the names of the textures ?

faint zodiac
#

yes

#

however

scenic ocean
#

That would fix the issue, yeah.
But this is still partially a Sponge problem, as Sponge should be able to tell which texture is from base game lethal company correctly, so I'm focused on fixing that part atm.

faint zodiac
#

โ˜๏ธ

#

what i was gonna say

#

cus im sure some other mods do this too with vanilla textures

#

so it would be more efficient to patch sponge for it rather than ask every single person who does it to fix it

unreal crane
#

ok i understand

scenic ocean
#

Fixing that will still have all of the museum interior assets deduped, but at least it would only effect the statues and such in the museum, not things from the base game.

scenic ocean
#

Just uploaded 1.1.4. Two new blacklist configs for LODs and Complex Meshes, as well as a change for the default cullStart value.
Next focus is figuring out how to make sure that base game assets are always considered the 'original' when deduping, so modded assets can never overwrite them.

* Added `generateLODsBlacklist` to disable LOD generation for specific GameObjects. Extension Ladders and Lockpickers are on there by default.
* Added `fixComplexMeshesBlacklist` to disable simplification for specific meshes. Use this if there's an overly complex mesh that you don't want simplified.
* Changed default value of `cullStart` from `0.02` to `0.01`, this should fix pop-in on very small items.```
jagged rover
#

@scenic ocean another thing

#

๐Ÿ˜ญ

#

its the teleporter particles

lucid ruin
#

what's wrong with it

scenic ocean
#

thought I noticed those being white for some reason. Probably another mod with the same texture name, I'll look into it

jagged rover
#

this time it was on my vanilla+ profile 0195a02a-0454-6017-b45a-6cd12150829f
shouldnt be anything disabled right?

scenic ocean
#

Oh huh, that one actually is a case of Vanilla duping itself.
There are two LightningBallSpriteSheet2 files in vanilla lethal company.
I'll add that to the default deDupeTextureBlacklist next patch, in the meantime you can add it to yours locally as well and that should fix it.

pale narwhal
foggy void
foggy void
#

Unfortunately no errors logged so I wouldn't know what test did

#

Yeah it was dedupe Textures

#

I'm just gonna keep that off ๐Ÿ˜†

foggy void
#

Okay @scenic ocean the material errors are from your mod it seems

#

0195a0c7-e7f8-cd7f-7912-1eacf3ffb347

scenic ocean
#

I'll look into it, was this only on a specific moon/interior?

foggy void
#

Seems to happen on every moon

viscid crypt
#

deduping seems to make some of the textures for Wesley's emissive stuff like glowing orbs, the special apparatuses, cosmic flashlights, etc. RIDICULOUSLY bright

#

its honestly hilarious cause ive never seen the ship so stupid bright before

scenic ocean
# jagged rover ok so uh

I was testing with Wesleys last night and I didn't notice any brightness issues.
was it similar to this kind of look in this message ^?

viscid crypt
#

yes exactly

#

before

scenic ocean
#

That's from the art museum interior having a copy of the ship texture that's white and overwrites the default texture
For now you can add TexturesCom_Metal_GalvanizedSteel_Old_512_albedo to deDupeTextureBlacklist to fix it

#

Working on a fix so that the default ship texture overwrites the white texture instead.

viscid crypt
#

oh haha

#

game still feels much smoother with lethal sponge. great work so far

viscid crypt
#

jetpack LoD is interesting

pale narwhal
#

crispy :)

faint zodiac
#

you spilled your 2 ton container of butter all over the floor

#

so sad

viscid crypt
#

lol, workplace hazard

shy bison
#

Curious, are there a bunch of things I need to put iin the config for LS or will they be defaulted on in an update?

#

LightningSpriteSheetMaterial2, LightningSpriteSheetMaterial3 add these to the GenBannedMaterials entry like I saw someone say to add these and yesterday something else

strong lion
#

if you already had the mod installed it won't update the config cus bepinex doesn't update defaults

#

either add them manually or delete the config and let bepinex regenerate it with the new defaults

plush sierra
foggy void
#

Btw I wanna say @scenic ocean I feel like Generate lods is making items look really crispy from really close range most of the time so I personally disabled it, I see it being an interesting idea in theory but I don't feel like it's worth increasing ram usage and loading times for how many strange edge cases it creates currently ๐Ÿค” where as I can see Fixing complex meshes being more worth it since it fixes meshes that are unoptimized I just hope a solution can be found that prevents some of the Fixed meshes from becoming oddly distorted without needing to use the blacklist lol

#

I would guess maybe Preserve surface curvature is the alternative to the blacklist potentially but I'm not certain on that

strong lion
#

also either fixComplexMeshes or texture deduping might be able to touch modelswap suits

#

i had them on last night for a test session with my friend, and his model (teaisnt's persona 4 teddie) got its textures messed up pretty badly

foggy void
#

That is also probably texture deduping

#

Since deduping turned the hair on Eva's scrap white lol but it might be worth seeing if FixComplexMeshes might touch model replacers

scenic ocean
#

If LODs are looking crispy from up close then it's probably best to increase the quality or increase the range that they activate at, I might increase the defaults for both.
Generally LODs aren't seeming to be as impactful as I'd like, so I might have them off by default, or LODs without the mesh simplification so they still cull but don't use simplified meshes.

scenic ocean
jagged rover
#

i keep finding more oddities with the new features

scenic ocean
#

Preserve Surface curvature should improve the complex mesh fixes a bit, other than that the best fix is for those meshes to actually get fixed correctly.

jagged rover
#

again, another thing with wesleys work

#

for some reason, if you have demetrica and trite, the pocketwatch texture gets applied to the drinking birds model

scenic ocean
#

that's really funny

#

I've got an idea on how to make sure the deduping never overwrites base game assets, so once that's done I'll probably have a config for "only dedupe base game assets" on by default so that modded dupes are ignored.

#

That will likely fix things like that drinking bird issue.

foggy void
#

Yeah the deduping textures just does funny things to modded stuff lol

jagged rover
#

the oil lantern got a gnome hat with the dedupe meshes thing

#

but thats not really surprising

foggy void
#

Lmao

scenic ocean
#

Like it put a hat on the lantern?

jagged rover
#

no thats metaphoric speech

#

its just the polygon reduction of the handle made it a giant cone

#

but thats to be expected

#

something like that at least

scenic ocean
#

Oh, was that the case when you picked it up too? If it went away up close then it's LODs

#

which LODs are likely gonna be toned down quite a bit

jagged rover
#

no it didnt go away

foggy void
#

That would be FixComplexMeshes then

scenic ocean
#

then it's complex meshes, and that lantern probably has way too many verts

jagged rover
#

oh yeah it was that

#

i just didnt remember 100%

#

but not really a big deal anyways

foggy void
#

I would try changing the setting to 7000 if that doesn't fix it just add it to the blacklist

#

@versed orbit how many verts does the Oil Lantern have?

versed orbit
#

lemme check

jagged rover
#

bros about to pull out like 100k verts

foggy void
#

Nah Wesley's scraps are all pretty optimized lmao

#

I doubt it's that large

versed orbit
#

uh

#

Hey

#

look over there

neat light
#

lol

jagged rover
#

wesley

#

how many is it

neat light
#

i remember finding fellatio's or whatever it's called scrap in a random "toy unity assets" or smthn similar in the asset store

jagged rover
#

fellatios ๐Ÿ˜ญ

neat light
#

god knows what its called

foggy void
#

Filitrios XD

neat light
#

same difference

versed orbit
jagged rover
#

unity devs reuse assets all the time

#

so not really surprising to me

neat light
#

yeah 100%

versed orbit
#

Though I tend to go over them and optimise them

neat light
#

while i was playing palworld very briefly i noticed a lot of visual effects from an asset pack i own lol

jagged rover
#

ok so how many verts does the oil lantern have

#

how many is it wesley......

foggy void
#

Why do I feel like he's about to say it's one of the few assets he forgot to optimize?

#

๐Ÿ˜†

#

There's no way it exceeds 15k verts though right?

foggy void
#

Most custom scraps don't

neat light
#

i mean if its from sketchfab, it could be anywhere from 20k to 1m lol

#

doesnt matter what it is

foggy void
#

Lmao uh oh

jagged rover
#

i kinda wish i took a screenshot of the oil lantern now

#

it would show just how much vert reduction happened

#

one moment

versed orbit
faint zodiac
#

cant wait for some poor mod creator to use an undecimated 500k polygon model

faint zodiac
#

youre telling me

neat light
#

lol so probably about 50k tri's or more, nice

faint zodiac
#

one of your scraps

#

has 31700 verticies

#

right now ingame?

jagged rover
#

gee i sure hope i get a SID of oil lanterns

faint zodiac
#

jesus christ wesley

#

thats

#

i...

#

i cant believe im saying this...

#

you pulled a banban.

neat light
#

stinky?

faint zodiac
#

fate worse than death

jagged rover
#

heres what it looks like with sponges setting enabled

faint zodiac
foggy void
strong lion
#

oh wow

faint zodiac
#

wesley you NEED to decimate that shit

foggy void
#

Still not as bad as that one plushie from Crit

faint zodiac
#

average vanilla scrap is like, usually under 1k

tranquil lake
faint zodiac
#

having two of those is like

neat light
faint zodiac
#

oghhfhghfhh

tranquil lake
neat light
foggy void
#

I feel like Wesley probably didn't know it was so big tbh

versed orbit
tidal lagoon
#

at least it isn't that 93k jewelry box i got beef with
there was a skull with like 60k too
idk which mod though haven't checked

jagged rover
#

WHAT

faint zodiac
#

BRO

foggy void
#

His reaction when he checked gave me that vibe I know Wesley and he probably went "Oh shit"

#

Lol

faint zodiac
#

THIS IS WHY I USUALLY MAKE MY OWN MODELS ๐Ÿ˜ญ

jagged rover
#

both of them are fine

#

guessing not these

strong lion
foggy void
#

Most of Wesley's scraps are fine

tidal lagoon
#

no it is those iirc

neat light
#

you guys would be here all day if we started talking about mods with terrible terrible scrap

tidal lagoon
#

one of those anyways

tranquil lake
#

How the fuck does this happen

tidal lagoon
#

I think the long one

faint zodiac
#

dude i always wonder why sometimes performance tanks with wesleys scraps maybe he just didnt decimate some ๐Ÿ˜ญ

foggy void
#

I think the Oil Lantern is one of the few edge cases cus it's from Infernis and it was his first moon

strong lion
#

yeah how tf is fiufkis has crazy tri count

#

they just use vanilla assets iirc

tidal lagoon
#

My memories of numbers might be off tho

versed orbit
tidal lagoon
#

Besides said box I have beef with

faint zodiac
faint zodiac
jagged rover
#

now im curious

#

let me check various modded scrap out

#

real quick

versed orbit
#

I'll have check em all someday but uh
I'm on break
And I need sleep
Lmao

faint zodiac
#

bro i keep forgetting i made like 10 custom scrap models and never did anything with them

faint zodiac
#

fuck

faint zodiac
#

and i have school tmr

faint zodiac
#

uh

foggy void
faint zodiac
#

nephrite

#

and interiors

foggy void
#

And sleep well you need it :3

faint zodiac
#

oh god

#

i just remembered

#

the 1/1000 wise mystical tree

#

that i had planned

jagged rover
#

ok well this is a sign

#

the sizable scissors are fine

#

the rose isnt

#

at least it isnt fucked like the oil lantern

faint zodiac
strong lion
#

from usualscrap?

jagged rover
#

yes

faint zodiac
#

i tremble in fear at these polygon counts

#

oh god i found him.

jagged rover
#

the tree

faint zodiac
#

TheTree.fbx

#

oh wait

#

fuck

#

i forgot his textures got corrupted

#

rip

tidal lagoon
#

My mind added a 0 to the skull I was incorrect it's like 6k verts

strong lion
#

aw man

tidal lagoon
#

But 11k tris

lapis rapids
#

Sorry, goober. That character set is restricted because it is used by scammers to bypass automod

strong lion
#

didn't know that, sorry

lapis rapids
#

scammers ruin everything fun

jagged rover
#

some slight reduction on the seichi fan

#

not too serious

faint zodiac
#

a lot

#

for scrap in comparison to vanilla

#

bro what is this why did i make this

#

this wasnt planned to be a scrap why did i

foggy void
#

Custom scraps most of the time hit a max of like 12.5k verts

strong lion
#

it's nerf or nothing

faint zodiac
#

the scary part is that its half decent

foggy void
#

The UsualScrap Rose might be around 7k or so

#

I doubt it goes too high that mod is pretty optimized

jagged rover
#

i can see the reduction in the oni mask

neat light
#

7k is hardly optimised for a rose, lol

strong lion
#

jesus

foggy void
#

So it's probably large cus of that

jagged rover
#

i never knew this

foggy void
#

Yes

#

Lol

tidal lagoon
#

Cute gimmick

#

Love that

jagged rover
#

seems like its broken

faint zodiac
#

if someone does what the petals fall off?

foggy void
#

Complex meshes probably break it's gimmick

plush sierra
#

dies to it

neat light
foggy void
#

Lol

jagged rover
#

espiras ouija board is effected... but only in the text

#

tbh i like how it looks like this more

neat light
#

why is the text NOT a decal AG_WhatThe

foggy void
#

Good question to ask @junior quiver about Xu

#

:3

neat light
scenic ocean
#

It could be a decal and being effected by the texture max size instead.

neat light
#

ah yeah forgot that's also another thing

scenic ocean
#

Fun fact about lethal company textures.
They're all hard capped at Maximum Mip -1, so a 2k texture with Mipmaps will just be a 1k texture taking up 2k space.

jagged rover
#

i think the puffbulb has been reduced?

foggy void
#

Why do you have Posterization completely turned off?

#

It looks so ugly lol

jagged rover
#

because i like how it looks

#

dont be mean to me :(

foggy void
#

I'm not, I just think the game looks weird without it's Aesthetic filter

jagged rover
#

i know you arent

foggy void
#

Zeekerss really did a lot to make that art style matter

#

XD

neat light
#

there's a cycle in people with lethal company, first you play the base game shaders, then you decide you like without posterization, then you change your mind back, atleast thats how it was with me

jagged rover
#

i like both

#

but i prefer no post processing

foggy void
#

I just hate how flat everything looks without it

foggy void
#

Speaking of Max Texture Size, the max sponge can do is 2048 but I wonder what the Vanilla Max was

#

Didn't some things use like 4k textures in Vanilla?

smoky mural
#

what does dis mod do?

neat light
#

dont think so

#

maybe like a few things, but most things are 2k at most, like i think the dog's textures are, lol

strong lion
smoky mural
#

Oh shit I might need this

strong lion
#

you def need this

foggy void
#

I don't really see a reason to cap texture size at 1024 tbh

smoky mural
#

Wait

#

wasn't there a texture thing Lunxara said turn off?

neat light
#

you should, it's a good idea, you wont notice the difference 99% of the time

foggy void
#

True

strong lion
smoky mural
foggy void
smoky mural
#

Got it

jagged rover
#

damn.... my mod pack has a lot of scrap

neat light
#

lethalmon

#

good mod

#

i miss it

#

wait not lethalmon

#

fuck

#

lethal packs?

foggy void
jagged rover
#

yes

foggy void
#

If you wanna yell at Slayer

jagged rover
#

it is broken but i only have the cards on a hidden joke moon

neat light
#

i mean it's to be expected, the surfaced die literally has a hidden gal inside it

jagged rover
#

theres a disclaimer custom log the mod is broken

#

and that you shouldnt open the packs lol

neat light
jagged rover
#

the packs specifcially

#

they spawn nothing and sometimes break your ability to function

neat light
#

i gotta go and maintain that mod

#

it was absolute peak

#

probably my first scrap mod

jagged rover
#

you made it???

#

wait

neat light
#

no

#

but i want to take it over LOL

jagged rover
#

oh

neat light
#

it's the first scrap mod i ever played with

foggy void
#

You know what scrap mod I like but just takes over the loot pool too much?

#

Terras

tranquil lake
foggy void
#

Terras just goes nuts

tranquil lake
#

Most of the scrap here is vanila

jagged rover
junior quiver
#

wha

tranquil lake
junior quiver
#

what about the luigi board now

strong lion
foggy void
jagged rover
#

i dont think the text is a separate model

#

probably is what scoops suggested

foggy void
#

Lmao

neat light
#

is the text a texture of the model, or is it a decal

scenic ocean
# foggy void I don't really see a reason to cap texture size at 1024 tbh

So base game has no texture max size, but I cannot imagine any reason to be using 4k textures on a model in lethal company.
Especially with the mip thing I mentioned earlier, where most 4k textures will just be 2k textures taking up 4k space.
If you want 4k+ textures then just disabling the texture cap would be good.

junior quiver
#

it's a texture on a quad I think, why

scenic ocean
#

The 1k resize will resize those textures that are 2k size but only using their 1k mips to actually be 1k

foggy void
#

Yeah no I wouldn't want 4k textures XD

#

I think 2k is the standard max nowadays

smoky mural
#

Asides uh, Deduping

#

textures

foggy void
#

Anything above is a bit much

smoky mural
#

everything else is fine?

scenic ocean
#

Deduping and LODs are new systems that are being worked on, the rest should be rather stable

neat light
#

1k with crunch compression is the highest ill ever go with my textures

strong lion
neat light
#

except for my cube maps

scenic ocean
#

fixinputactions should have no issues since one of the early patches

neat light
#

it just kinda ruins the skybox if the cube map isnt 2k uncrunched :/

strong lion
#

haven't tried it for a bit might try it again

foggy void
#

The surfaced die is fine if I cap FixComplexMeshes at 7k verts

lean wave
#

1k also can look bad on some objects with big uvs like trees and the cabins

foggy void
#

so the Surfaced Die is using around 6-7k

#

it's crunchy with 5k

neat light
lean wave
#

yeah

#

i just mean if you're using vanilla assets in your moons

#

at all

neat light
#

icic

lean wave
#

but yeah the cabin is painful because its a huge texture and looks terrible when you scale down the normals

#

the albedo texture isnt as big of an impact

foggy void
#

In this case capping Sponge to 2048 is better then

lean wave
#

yeah

foggy void
#

Cus it will cap all textures to 1k if set to 1k

neat light
#

i would personally set to 1k, and if you see something digress in quality in terms of modded, i'd try to talk or help whoever made it into making it not need that, which most things shouldnt

lean wave
#

well

foggy void
#

You and dopa just talked about examples where 2k was needed

lean wave
#

i suppose it wouldn't hurt for me to optimize the model on my own

foggy void
#

lol

neat light
#

2k is never needed, it just means you did the textures wrong

lean wave
#

i didnt make it D:

neat light
#

yeah yeah i wasnt blaming ya

lean wave
#

but i do wanna improve it

#

the silo collision model too

#

I'll prolly do that soon

neat light
lean wave
#

id use it but theres also the twin silos

#

and then the tall one

#

theres like 3 different ones and id prefer they all look the same tbh

neat light
#

true

smoky mural
foggy void
jagged rover
#

@foggy void according to the usualscrap dev, the rose has never done the special petal wilting you mentioned

foggy void
#

I use it

foggy void
jagged rover
#

its possible it was lethal companys distance polygon reduction making the petals invisible

#

from where you were standing

foggy void
#

Maybe there was some other factor to it idk lmao

#

Possible

strong lion
lean wave
#

1024x cabin

#

my beloved

neat light
#

that is a very sad cabin

lean wave
#

you'd think it'd look better with the posterization and stuff

#

it kinda doesnt

neat light
#

it's so sad it made me fall my climb

#

i was at the peak

jagged rover
lean wave
#

gross

#

!

neat light
#

so i wanted to start messing with the sponge for developers stuff

#

but uh the help cmomand goes off screen, is there a way to scroll up the chat im unaware of lmao

neat light
#

oh actually i forgor, i can just reduce teh size of text

foggy void
#

That too

neat light
#

yeah

#

<size=10> for the win

#

that's interesting

brittle fjord
#

most of my other fumos seem unchanged, but the rare dark magician girl is looking a little odd lol

neat light
#

lol

neat light
#

seems like LOD stuff freaks out when there's transparency involved?

#

@scenic ocean the from the bundle part doesnt seem accurate to me, considering the first one is from one of my bundles lol

#

oh boy, lotta null references when leaving

brittle fjord
#

Btw IMO the sponge shader actually looks better outdoors than default most of the time! The only really noticable thing to me is how certain stuff, mostly (close up items(?)) get all grizzled up.
First pic in each set is without sponge's shader, second is with sponge's shader.

Although if it was mutually exclusive I'd still take sponge's outdoorsy look even if it meant a few things get deepfried.

pale narwhal
#

im not 100% sure but it looks like some of the stuff in the second screenshot is using the wrong shader and so lethal's default post process isn't being applied to it correctly

brittle fjord
#

Ahh maybe? Interesting if true

#

That would explain why it's only certain things

scenic ocean
#

Unfortunately there's no way to actually tell what bundle objects are from if they're loaded as dependencies, so it's a lot of guesswork once again.

neat light
#

loaded as dependencies?

scenic ocean
#

So when you put a prefab or otherwise in a bundle, every asset it depends on is also loaded into the bundle.
Textures, meshes, children, etc.
Those dependencies are not listed if you were to to something like AssetBundle.GetAllAssetNames.

#

So for anything not explicitely listed in a bundle, Sponge has to do a lot of guesswork and tracking loads to try to keep track of where things might originate from.

neat light
#

ah ic, but if i put a folder into a bundle, would everything in that folder be considered a dependency?

scenic ocean
#

Hmm, I'm not sure about that one

neat light
#

that's how i do all my bundles, because otherwise if i wanna get rid of something it'd take ages DogeKEK, but yeah it's fine

scenic ocean
#

You can tell from if the assets are greyed out generally.
Greyed out assets in the AssetBundles window are dependencies and will never be listed when querying the bundle

neat light
#

modelcheck and texturecheck didnt give me any info sadly after spawning all my items and having a lot of my models on a scene, though it did tell me that the snowglobe is kinda bad so i gotta fix that up,
and lastly there was a lot of this spam at leaving (for each item):

[Warning:LethalSponge] Error while retrieving object references for Wallet(Clone) of type Wallet, continuing:
[Warning:LethalSponge] System.NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Transform.get_childCount(UnityEngine.Transform)
  at UnityEngine.Transform+Enumerator.MoveNext () [0x00001] in <e27997765c1848b09d8073e5d642717a>:IL_0001
  at Scoops.service.SpongeService.GetUnityObjectReferences (UnityEngine.Object target) [0x00293] in <a5d7c6bbe65c4ff79b883e742b3a93f2>:IL_0293
neat light
#

i dont usually ever use the default bundle builder since unity tells me not to, so never noticed that before

scenic ocean
#

AssetBundles are a messy system in general, sadly.

neat light
#

yeah

#

yep it's all auto

scenic ocean
neat light
scenic ocean
#

Ok, that's likely the daily check sponge is running with verbose.
Seems like it had an issue getting the children for wallet objects. Probably an edge case I missed.

neat light
#

oh it was like, 20 of my items had that warning lmao

scenic ocean
#

I'll have to look into that.

neat light
#

actually might be all of them

#

yea

scenic ocean
#

I want to get back around to cleaning up the tools portion of Sponge, especially if I can get feedback on what is/isn't useful information.
But first things first I need to get LODs and deduping in fully working order.

neat light
#

makes sense to me

sturdy shard
# viscid crypt jetpack LoD is interesting

I was having this same issue with immersivescraps and the beer glasses added by the casino mod. Scrap models that use different skins would turn into their base color the moment you walked away from them, and the casino's beer glasses would look filled from a distance until you approached them

#

I'm glad I saw this video by complete chance or I probably would've gone insane trying to figure out why it was happening

tranquil lake
subtle ocean
#

7-ball looks like it melted lol

neat light
#

not sure if it'd be helpful though

scenic ocean
#

Sadly AssetDatabase is a UnityEditor class, so it's only available in the Editor itself and not at runtime

neat light
#

ah rip

scenic ocean
#

unless you have a way of calling it at runtime, in which case that solves a ton of problems

#

Unity removes most of the classes and information about assets and dependencies once you get to runtime.
Good for performance, bad for things like Sponge.

scenic ocean
neat light
# neat light ah rip

only alternative i can think of is reading data from LL and LLL to see what mod the item is from instead (assuming it uses LL or LLL, which a few exceptions dont)

brittle fjord
# brittle fjord Btw IMO the sponge shader actually looks better outdoors than default most of th...

I feel silly talking about minor visual stuff in the middle of the chaos of bug reporting lmao, but I'll forget if I don't mention it while it's on my mind! Just wanted to say the main terminal screen is the only other thing I've found that has sponge looking a bit more dull (left default, right sponge) especially the contrast and weather colors. Ofc goes without saying these are the smallest nitpickiest things tho.

sudden abyss
#

@scenic ocean is the LOD generation supposed to apply to just items, or more? CullFactory already hides items based on visibility, so I wonder if part of the reason you haven't measured much difference is because the items aren't rendering at all anyway? I think you mentioned that you were testing with CullFactory, but I don't know if you're measuring with it as well

apologies if I missed any discussion of that, I've been occupied and haven't kept up with the full discussion of the feature

#

any items outside the interior are considered permanently visible if a camera is outside though, so if you tested with items on the ship for example, that case should see some impact

viscid crypt
#

yeah i honestly donโ€™t mind if the LoD was looking funky, my game was running SMOOTH, man

#

does anyone know if itโ€™s actually my placebo or if it made a measurable difference for anyone else?

worn roost
#

for me the main performance boost was shader postprocessing replacement

neat light
viscid crypt
#

oh nah im 99% sure the sponge shader helps EVERYBODY lol, i was talking about the LoD feature

worn roost
#

lod didn't help me that much

#

probably because I'm mostly cpu bound

foggy void
#

LOD Feature doesn't help with performance at all in my experience

#

it just makes scraps all weird

#

if anything it might reduce it cus it increases ram usage and load times

worn roost
#

lod might help if you're gpu bound

#

but not cpu bound

foggy void
#

Oh fair it might

lean wave
#

im hoping the new posterization effect can be updated to be less noisy

#

i really like how it looks otherwise and would even say it looks better

neat light
#

if we're talking about the post processing effect, then it could use making things a bit less shiny too

#

my terrain has 0 shine with vanilla post processing, but has quite a bit with lethal sponge's, ill show screenshot in a second

lean wave
#

hm

#

i havent had that issue with my terrain

#

it just makes rocks on my scenes ugly

#

left is vanilla

neat light
#

im gonna be honest im starting to feel like i dont have the shader on by default, ill try turning off the mod and seeing if im right or wrong

viscid crypt
#

you can type /sponge shader to quickly toggle on and off the shader

neat light
#

yeah i know, i just cant figure out if im on vanilla or not anymore lol, it only sys shader toggled

viscid crypt
#

ah, i usually only play wesley moons so itโ€™s glaringly obvious if im using the shader or not lol

neat light
#

left is vanilla, right is with sponge

#

it becomes very noticeable how extra shiny it is when walking around

burnt belfry
#

I wish lethal company had the same graphics as The Upturned

#

The Upturnedโ€™s materials look soooo much better in that game

warm solstice
#

I like LCโ€™s graphics. Itโ€™s quite unique compared to other games

burnt belfry
#

(The Upturned is a game made by Zeekerss for anyone who might not know)

burnt belfry
warm solstice
burnt belfry
#

Ye

west vessel
#

sponge causes a bug with the intro on cosmocos from wesley's moons. when entering and exiting the interior the blue light from the intro re-appears, causing the entire moon to barely be visible

warm solstice
#

I like the extra variety. Especially since the models/textures were made by Zeekerss

burnt belfry
#

Yeah itโ€™s such a nice mod

west vessel
faint zodiac
west vessel
#

the upturned is in third person and i think more pixellated so the textures are harder to see

fossil sorrel
#

Is there any commonly known incompatibility that causes a softlock when leaving a planet?
I assume it's probably not known, but I might as well ask before I start meticulously troubleshooting

faint zodiac
#

but the textures are odd

#

they are often high quality textures with nice shaders but super zoomed in

jagged rover
#

i dont even know what this texture is!

subtle ocean
#

Looks like a broken car radio

scenic ocean
# sudden abyss <@260587965456056331> is the LOD generation supposed to apply to just items, or ...

I started with just items as they're easiest to test and get feedback on. Most of my performance testing had to do with the non-culling portions of LODs, so looking at a massive pile of scrap that was all at LOD1 instead of full quality. Also I generally only test outside/on the ship and assume CullFactory handles most inside rendering things, tbh.
And from most of my testing, even the most extreme cases only tended to be about a 5fps increase on lower end machines. I think that runtime LOD generation just isn't as impactful as I'd like, so I'm planning on removing the quality reduction portion. Still give LOD groups to scrap so they stop using shadows at a distance and cull when very far away, but no simplified meshes for LOD1/LOD2.

#

Also just items as they tend to be non-skinned meshes. I was noticing some oddities with my methods of simplifying skinned meshes that I need to go over.

sudden abyss
#

Also I generally only test outside/on the ship and assume CullFactory handles most inside rendering things, tbh.
yeah, if you're outside then all outside items should be rendering if they're in the frustum

#

according to what I've seen, the CPU-side work the HDRP does is much more costly than the GPU rendering

#

once things get sent off to the GPU, the rendering seems to complete before the HDRP cleans up and the CPU frame finishes, at least on my machine

#

I'm pretty sure that there's a part of the player loop that fences on the frame rendering finishing and I've never seen it actually wait, or at least not for more than a few hundred microseconds

scenic ocean
#

Yeah, the HDRP pipeline sure is a thing. Just the sheer overhead of multiple cameras is insane. Lethal just having like, 4 cameras active off the bat is a real nightmare.
Anyway, LODs in general don't seem to be helping lower end machines in the way I want. They're not harming performance either from my testing, just kinda doing nothing and making items look crunchy. Shame, as I was hoping they'd be a relatively easy win.

sudden abyss
#

yeah, it'd certainly be nice

#

I think the thing that might be the most worthwhile to look into is backporting performance improvements from newer versions of HDRP

#

but the unfortunate part is that it's difficult to test how much difference those make

#

especially since the public commits for HDRP are not granular

scenic ocean
#

That would probably help a bit.
My other white whale at the moment is fully working deduping, as that would save a ton of RAM/VRAM on big modpacks.
Getting asset info at runtime is just such a nightmare though.

scenic ocean
tranquil lake
#

This is pretty good

west vessel
tranquil lake
#

Disabling Fix Complex Meshes also fixes weird decimation with items, right?

viscid crypt
#

omg

#

also yes but imo fix complex meshes is the one setting i think should stay on. why tf some scraps have over 7k vertices?

neat light
#

Rodrigo reminding me once again that people's scrap are too high poly with a 3k tri truck

honest shoal
#

.....whhyyy

sturdy shard
neat light
scenic ocean
#

Just uploaded 1.1.5. LODs now don't generate new meshes by default, so that should reduce load times and scrap looking crunchy.
The simplified meshes weren't doing much for LODs anyway.
I also changed how texture dupes are checked and it seems to have fixed the 'bright ship' issue, still looking for more ways to improve it.
Oh, I forgot this in the changelog but audio dedupe is also fixed, it just wasn't doing anything before. That should save a little RAM.

* Improved Texture dupe checking.
* Added `generateLODMeshes`, false by default, to enable generating meshes for LODs. With this change the LOD system will no longer simplify meshes by default and will only handle reducing lighting quality and culling at distance. This should help with load times, as the simpler LOD meshes weren't accomplishing much anyway.
* Added `JetpackItem` to `generateLODsBlacklist` by default.```
sturdy shard
scenic ocean
shy bison
#

Scoops is goated for this mod. Lethal Sponge will be remembered forever

faint zodiac
#

they are so crisp

#

they look beveled almost

#

Well, how does rodrigo do it

#

@somber pollen how do thing, stinky?

somber pollen
#

its just visual in blender

faint zodiac
#

oh

#

plah

tidal lagoon
#

cavity is my fav setting to work with when modeling
makes everything look real nice and clean even without any fancy mats

#

Easy peasy to spot edges that should or shouldn't be sharp too

neat light
#

i just need it to also look the same in unity

tidal lagoon
#

Ain't that the rub lmfao

neat light
#

he's angy

plush sierra
#

grub

foggy void
#

@scenic ocean Texture Deduping is still giving Eva White Hair

#

How she should look

#

Lmfao

#

Also I noticed her pick up and drop sound is messed up after the new Sponge update did you change how Audio deduping works?

strong lion
#

cus it wasn't activating before

foggy void
#

I kinda dislike it then

#

XD

strong lion
foggy void
#

LOL

strong lion
#

thats weird

#

i'm testing rn i can try finding some custom scrap and see if it gets messed up

foggy void
#

I feel like the deduping features are nice in theory but just mess up things like custom scraps easily

strong lion
#

so the first one i noticed was

#

that testaccount's ship toy sounds like a shovel when picked up

#

and a shotgun when dropped

foggy void
#

lmao

#

Yeah it might affect all the scraps in TAV

#

Unsure

strong lion
#

it didn't affect the one caigan scrap i found, or any of the piggy's variety stuff that i found

scenic ocean
#

Dedupe is getting better, and I still have a few more ideas to reduce false positives, but it's always going to have them.
I think that next patch I'll default dedupe to off. It'll still be good for people who need the RAM/VRAM, but for general use mods(and basegame) just don't have good enough naming conventions right now.

foggy void
#

I've noticed Dedupe meshes seems to be problem free at least

#

lol

honest shoal
#

I recently tried out CelestialTint but I wasn't able to see any ship parts floating outside the ship. Is it related to the UnloadUnusedAssets toggle? I figured I'd see stuff like a floating vent, or whatever.

strong lion
#

the only time i heard about any weird floating things from celestial tint was with 2 story ship

#

or wider ship idr

honest shoal
#

Oh okay, disregard :>

scenic ocean
# foggy void I've noticed Dedupe meshes seems to be problem free at least

Meshes are at least a bit easier to tell apart, as I can compare vert numbers, bounds size, and readability as well as name.
Stuff like textures I only have name, dimensions, and format to go off of.
Also mods are less likely to make a slightly altered copy of a mesh with the same name than they are to make a recolor of a texture with the same name.

potent meadow
#

so what configs should i use?

strong lion
# potent meadow so what configs should i use?

i run deduping texures and audio turned off, if you wanna use meshes then put this in the blacklist: cube;sphere;circle;cylinder;StorageCloset;ShipRails;ControlDesk;AirFilterThing;CatwalkShip;Cube.001;Cube.002
this should catch most errors it causes

#

the texture blacklist should be playersuittex2b,scavengerplayermodel if you want to use it

foggy void
#

I've not seen any errors at least

strong lion
#

just the original up to StorageCloset stays right

foggy void
#

Pretty sure this update fixed that

#

Ya

strong lion
#

ite

foggy void
#

Well actually Storage isn't even in there lol

#

Just these

#

I guess it'd be worth testing if the vanilla StorageCloset has a fit

crisp ruin
#

fixComplexMeshes seems to be causing this for just this model and I dont know how to find the mesh name to add to black list, any tips? I tried looking at plugin folder but its in a lethalbundle file. Should I contact mod dev? FumoCompany is the mod.

#

preserveSurfaceCurvature didn't help and also it seems like this model has more than 15k verts (omfg), found using complexMeshVertCutoff=15000

jagged rover
#

the solution is to not use this mod anymore as it breaks immersion of lethal company Trollface

crisp ruin
lean wave
jagged rover
#

Tip! Hold [RMB] to vote for the autopilot ship to leave early!

neat light
somber pollen
#

People finally seeing how bad their scrap models always have been greed

#

Way too high poly sketchfab assets

honest shoal
neat light
strong lion
scenic ocean
#

Just uploaded 1.1.6. Deduping is no longer on by default, but it should be slightly more accurate.
Too many false positives to be a default system, but hopefully it can still help people who are capped on VRAM/RAM.

* Improved Texture dupe checking.
* Improved Audio dupe checking.
* Changed De-Dupe to be off by default. I think this is about as accurate as I can make it and there's still going to be some false positives. I still recommend it for anyone who has heavy VRAM/RAM limitations, as it will help with that.```
somber pollen
#

Yippee

#

No clue what any of it means greed

scenic ocean
scenic ocean
scenic ocean
#

Oh wait, sorry, for the complexMesh blacklist you need the mesh name not the object name.
default is the mesh name for that one...

#

looks like default should make every FumoCompany scrap exempt from fixComplexMeshes

jagged rover
#

geee i sure hope several other mods dont have their models labeled as that!

tranquil lake
#

Why is it based on model codename and not item codename

#

Seems like a bad inconvenience

jagged rover
#

probably how it had to be coded