#Lethal Sponge
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fixComplexMeshes is set up to also work for non-scrap meshes, so it works off mesh name
that's disabled at the moment, it's only enabled for scrap, but I can't assume there will be a scrap name
Maybe I add a second fixComplexMeshes blacklist that works off of gameobject name. That should sometimes be more unique at least.
also there can be cases where the same scrap name might have multiple meshes.
so it generally has to work off mesh name, as it's a mesh system
Is it recommend to use this mod even if Iβm not using the new shader?
I'd say so, there's a number of other fixes and tweaks.
The shader is probably the largest performance improvement though, so I'd recommend using that too. Lethal Company's default shader is really bad for performance.
if there's any places where it looks very different from the normal shader send me comparison pictures and I'll work on getting it closer.
So there isn't a noticable difference between the two shaders?
There are certainly places you can find where they differ but generally they look very similar.
And any places they look different I'm working on reducing.
Is there a config to fix the whole upturned variety thing?
I see thanks. I just asked the mod author about the vert count and a screenshot of blender says around 4.8k verts, that's odd. How'd you get 14k?
Just used assetripper to open the assetbundle in unity.
Differences are likely from import settings then.
Do they have every modifier applied in blender?
That would be my guess
Because if they arent applied they wont show updated vert count
I don't know what they did but they have a thread here for the mod
With the LOD generation? Or is there another issue?
LODs don't generate meshes anymore, but I suppose they might still mess up modelswaps. I'll get that fixed for next patch.
In the meantime turning off LODs completely will fix it, or adding the relevant scrap to the LOD blacklist.
JESUS CHRIST
14k verticies... on a scrap...
"why is my game lagging"
this is whyyy
π
lol and what i do with my friends is have a collection of them on the bunks
most of them is fine tho
lethal company scrap makers out here pulling a ban ban
14k is on the low end from what I've seen while testing sponge with modded scrap π
We dont talk about the crithaxx 700k tris plush 
14k is like nothing
for vanilla scrap its veyr high
14k for a small scrap is something, its just nothing cuz people dont care usually
I mean most scraps in my pack I found didn't go above 7k
The Surfaced Die and Oni Mask were fixed by changing the default from 5k to 7k in fix complex meshes
14k is a lot. Maybe not for lethal scrap, but that's just because a ton of scrap has too many verts.
Especially in a game where in vanilla objects tend to be drawn 3-4 times a frame.
Surfaced dice is high poly cuz if the crab and urchin on it
Yeah
Also maybe cuz of the whole ass dice gal on it 
But it's not exceeding 7k at least
is 4k a good sweetspot
I mean keep in mind the playermodel itself is 8-9k tris
oh i was talking verts
My opinion is below 5k verts is a good goal for general scrap, which is why I set fixComplexMeshes there for default.
cus i checked one of the more complex models from a scrap mod i made like a year ago, blender said it was 4k verts/around 5k tris
Depends what object it is, if its a complex shape its fine
But I wouldn't side-eye anything below 10k tbh. This is a modding community, some inefficiency is to be expected.
Over 10k is where it gets... hmm
700k

Or 2 million...
A sword.shouldnt be black when viewed in vertice mode...
Damn, that one's impressive
It was a friend who commissioned on fivver
And they also got a 46k "low poly version"
Somebody really liked Subdivide
I still can't believe the default cat ears in MoreCompany are 109k
That's def the index count, not vert.
"only" 18k verts, 36k tris.
Ah
Still a bit high though for cat ears
mein god 
These could be 1k or below easily, yeah
The other built in cosmetics I was told were fine at least
reminded me of someone who posted a grappling hook mod a few months ago and the mod wasnt even compiled and the model was like 3 mil verts
I just dont like them bc they goofy XD
Well if it's just the cat ears you can blacklist them easily
since I mostly use military ones
The rest of them are mostly fine, looking at them now.
I disagree with the use of 2k normal/albedo textures, but the rest of the models are good
wait, oh, there might be another...
I might recommend blacklisting the eyeballs
HOLY SHIT
would you mind checking a few cosmetic mods I got XD
im curious now
Luckily your cosmetic mods will show if the cosmetic is unoptimized by file size
I wanna see how fucked I am
s1ckboy had a cosmetic that was 4mb which turned out to be unoptimized in tris and verts
ok then im mostly fine besides 1 that was kinda chunky
I don't really wanna go around just tattling on other mod maker's models, feels a bit wrong.
I'll try to improve sponge's "/sponge modelcheck" so people can do it themselves.
builtin.eyeballs
ah lol
Also doesn't morecompany list the cosmetic name in log when it's loading
im sorry fucking what.
It does that was where I found it
LOL
That's indices, it's 18k verts and 36k tris.
36k tris is still a lot of fuckin tris
Oh yeah, for sure
I just don't want misinformation spreading
Still not as many tris as the ariete plush :3
a few subdivides will do
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
that makes more sense woops
im sorry i lied to you all apparently
buT STILL WHAT THE HECK
and THOSE EYES OMG
agh.... how could this happen to me...
||i had to find the highest poly skitty model on sketchfab for this bit||
the billion polygon eyeballs when it meets PerformanceEnhancer (Garanteed To Push Your Frames Up)
what does that mod even do
I'm looking at the source and it's only like 2 pages of code, mostly just logging.
id like to additionally add a reminder that if you use the morecompany eyeballs without sponge
that is 81726 vertices
because theres two eyes
well, without sponge it's 81k drawn 2+ times, from the default shader
It's still 81k verts with sponge, but it's drawn one less time.
"stan sent a banger there btw"
early modding ptsd
Peak
it is a banger
dont deny it
The biggest sin was that Pedro made an icon for this mod when it was clearly undeserving lol
on this topic, more company cosmetics are likely one of the next things I open up fixComplexMeshes to apply to
Unfortunately it was after the icon got made that everyone called it out for being a bs mod
Luckily almost all the cosmetics I use are optimized, the only unoptimized ones I had were those 2 built in ones
go figure
XD
to my knowledge it just uncaps frames, turns off vsync, adds an fps counter and some buttons in the top left of the main menu that idk what they'd be for
performanceenhancer that is
and then the s1ckboy one that was included in my addons mod but Wesley made him an optimized one so when DiFF informed me I instantly yanked it from my mod lol
QualitySettings.vSyncCount = 0;```
Yeah I think these are the only two lines that have any effect on performance.
When I saw the file size I though I didn't think the headset was gonna have absurd tris and verts I figured the ProjectSCP team knew better than that
π
Not to get ideas from a bad mod, but a VSync config setting might be a good option to add to Sponge...
maybe, typically in games I turn vsync off and just cap the framerate to my monitor's refresh rate manually
idk if it does anything but
yeah
the answer is "it increases framerate cap and turns off vsync"
as you have discovered
Lol
still its bad
i do wish vsync was a separate option instead of having to run the game uncapped
but performance enhancer wasn't the way to go
vsync is basically just a toggle in unity's quality settings
it is extremely easy to disable
i actually thought the game had a framerate and vsync setting already
Yeah, it's a really easy change. I can probably just toss an option for that in sponge's configs next update
but i might be thinking of something else
vsync is tied to the uncapped fps option
The game has framerate settings, I imagine it ties vsync to that
i think its turned off when fps is capped
which i would be capping fps but then my screen tears soo
"use monitor (v-sync)" and "uncapped" are two separate settings
does it not do what it says it does?
oh whoops
it does activate on use monitor
but at least in my case my monitor runs at 120 hz, and i would prefer the game to run at 60
right
so you can set it to 60 FPS, right? that disables v-sync and sets target frame rate to 60
yes
huh I guess I've just forgotten about the use monitor option.
Regardless, a config to pick between vSyncCount would be good, so you could do different targets
private void SetFramerateCap(int value)
{
if (value == 0)
{
QualitySettings.vSyncCount = 1;
Application.targetFrameRate = -1;
}
else if (value == 1)
{
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = 250;
}
else
{
QualitySettings.vSyncCount = 0;
if (value == 2)
{
Application.targetFrameRate = 144;
}
else if (value == 3)
{
Application.targetFrameRate = 120;
}
else if (value == 4)
{
Application.targetFrameRate = 60;
}
else if (value == 5)
{
Application.targetFrameRate = 30;
}
}
this.unsavedSettings.framerateCapIndex = value;
}
it looks like the v-sync option is respected as it should be
only enabled when the vsync one is selected, toggled off in any other scenario
but "uncapped" is actually capped at 250 instead of being -1
yea
vSyncCount = 2 would do what you want, targeting 60 if your refresh rate is 120
ya
i do agree this could be a good option for sponge
running a game over 250 fps in the long run is detrimental to hardware anyway so having uncapped actually be 250 fps isn't a bad choice
yeah it's essentially uncapped at that point
I don't think there are any monitors with over 250 refresh rate.
reminder that the human eye also cant really see over 200 fps
well i think having an option labeled "uncapped" that's not actually uncapped is bad for accurate benchmarking
that's fair
but yes, from a "just playing the game" perspective, 250 is not a bad limit
fair but i don't think anyone is using lethal company as a benchmarking game
installs as reshade preset that lags the game to 4 fps
it doesn't make the most out of system resources anyway
I swear whenever I see someone use reshade it makes the games that use it look worse and run like ass
well, if you just want to see "how many FPS can my computer run lethal company" you are going to get incorrect feedback if it's above 250
that's what i mean
yeah I did run into this a few times testing sponge
on my old computer i used to run a reshade preset that made the game look like an old bodycam, but it dropped frames like crazy
doesn't really matter that much in the long run but i still think it'd be better if the setting portrayed itself accurately just to avoid confusion
it could definitely just be renamed to 250 instead of uncapped
ya
but anyways it's not a big deal
i am curious though
is there a noticeable difference between targetframerate = 60 and vsynccount = 2 at 120hz?
i assume there's some reason for it, im just not privy to it
targetframerate = 60 would likely not fix any tearing
ah yeah i see
oh yea i was just reading the docs
that whenever vsynccount is above 0 targetframerate is ignored
yup
although i think i recall reading there was some sort of bug where they interact incorrectly if you dont manually set targetframerate to -1
so that's how i've always done it, just to be safe
that might be incorrect (or at least outdated) information
that sounds like a feasibly Unity kind of thing
it might actually get a bit weird with different display speeds
yeahhhhhh lollll
cus not everyone has a 120hz display
some have lower or higher
like my old system's display cap was 60, at that rate vsynccount would run the game at 30
the main weirdness i would expect is from decimal values
vsynccount = 4 on a 30hz monitor should be 7.5hz but im not certain unity would actually handle that correctly
depends on the implementation
but also vsync=4 and a 30hz display is an extremely unrealistic scenario
would unity round up to the nearest whole number
tbh im not sure because this is out of my realm of expertise
if unity is just capping the framerate by doing math on hz/vsync then it would probably just round
but if it's actually being tethered to screen refreshes then theoretically it would be accurate
Yeah I just tried it and I'm honestly not a fan of the shader. Though I understand this mod is probably aimed for lower specs PCs so its still cool
Do you have any examples of what you noticed that was different?
Here are screenshots I took in the ship
Difference is pretty noticeable
Mostly on the suit and posters, but the actual ship also looks different (not sure I can pin point what it is exactly)
Idk how to describe it but everything looks flat with yours
Yeah, looks like the original shader is getting slightly darker shadows and brighter highlights. I'll work on that in the next revision.
I honestly prefer the Sponge shader tbh
is that also why some textures look excessively noisy with the sponge shader
left is vanilla
I think sponge's outline shader is slightly more aggressive, I need to tone it down a bit in some cases
Death
oh my god i love your nickname

i was going after a renderdoc estimate π indicies were weirdly high
i recommend a swift and merciless execution for my crimes
Death by peace
there was never a gif under this message
That aint a ship companion 
...yet 
oh my god he punches just like I imagined
actually mine had its other arm as a shield but the designs are very similar
i love him already
lol
i was thinking of putting my version on a war-torn moon
but since ur making this one i completely reimagined the design and stuff
and function
to be better ofc, cuz this is better
nuh uh my new version is cool
and it has a NEMESIS
i bet yours doesnt!
oh my god
i just had
the worst dejavu
jggjhghghgh
what the fuck
ive been in this conversation 3 times
but slightly different
I fw the right more
the fact that they look so close is super impressive
same with the ship screenshot
Just uploaded 1.1.7
Big changes around fixComplexMeshes, now you can blacklist GameObjects as well as Mesh names, and when minimalLogging is disabled it will output a record of every mesh that it is simplifying and their names, so you can more easily find what to add to the blacklist if you need to.
LODs should hopefully work with model swap mods now, tested with Upturned Variety.
And a new config for vSyncCount, in case you want your vsynccount to be higher than 1 when using the "Use monitor (V-Sync)" graphics option. (1 = locked to your refresh rate, 2 = half your refresh rate, etc.)
* `fixComplexMeshes` has expanded to include More Company Cosmetics. This can be toggled with the new `fixComplexCosmetics` config, and scrap/tools can be toggled with the new `fixComplexGrabbable` config.
* If `minimalLogging` is false, `fixComplexMeshes` will report what Mesh names, GameObject names, and vertex counts it is fixing.
* Added new `fixComplexMeshesGameObjectBlacklist`, so that specific GameObject names can be exempt from `fixComplexMeshes`. This will sometimes be more accurate/unique than `fixComplexMeshesBlacklist`.
* Improved performance of `fixComplexMeshes` slightly.
* Fixed LODs conflicting with model swap mods by adding a re-check of LODs on 'SyncScrapValuesClientRpc'.
* Added a new `vSyncCount` config to the `Rendering` section, for changing what VSyncCount level is used when the game is set to "Use monitor (V-Sync)".```
More company cosmetics being optimized??? that's HUGE
will test asap
Thatβs peak
to be fair, i feel like poly count isnt a big reason for the game being so slow, but those more company models are def egregious from what ive seen
depends on hardware i guess
i have someone who plays with a 1050ti
high poly counts probably mostly hit the gpu i would assume
maybe
i know that the game is mean on cpu, especially with modded content
but it does take a fair amount of gpu
enough to be an issue on weaker hardware
GPU usage is really rough on Lethal Company, as the base game assets are also unoptimized and there are so many cameras running generally.
So high poly count assets are being drawn 3-5 times a frame on vanilla lethal, which really adds up.
So Lethal using its base shaders has it twice as bad as other games dealing with high poly models.
That plus the fact that Volumetric Lighting is such a core gameplay feature, and is also incredibly expensive GPU-wise.
also cullfactory isn't basegame so there's tons of overdraw
overdraw yuck
@scenic ocean does this conflict with https://thunderstore.io/c/lethal-company/p/DiFFoZ/LethalPerformance/
I don't think that Lethal Performance does any texture resizing, at least not that I'm aware of.
And I generally do all my Sponge testing with all other performance mods active, haven't noticed any direct conflicts with any of them
What performance mods do you use?
it has this
but
i dont think its related or anything
Yeah, those are system graphics settings.
resizeTextures is specifically for textures in game for objects, moons, and scrap and such
Lethal Performance, CullFactory, Loadstone, Faster Load AssetBundles, PathfindingLagFix, and AsyncLogger off the top of my head
lethal sponge breaks the teleporter effects
already known
I never realized it was from lethalsponge, but texture dedupe makes all the coilheads use the inverse coilhead texture from BrutalCompanyMinus/Extra/Reborn
oh and nutcrackers use nutslayer textures too
This should be fixed with the new deDupeTextureBlacklist defaults which include LightningBallSpriteSheet2
Also should be fixed with deDupe no longer being default.
Just need to reset dedupe settings to defaults
There are inverse coilheads? I def gotta check that mod out then
its sort of a hidden event (not really) but one of the events spawns an inverse coilhead. it has glowing red eyes (not pictured) along with that texture and it's genuinely horrifying
#help-and-troubleshooting message
do you need fixcomplexmeshes on to turn on fixcomplexcosmetics?
I gotta incorperate brutal company in my pack fr. Inverse Coilhead that's red looks sick.
tbh I'm not sure if it's overdraw that's the issue since a lot of the rendering is deferred
from what I could tell, the real benefit was CPU side even with CullFactory, funnily enough
I should try to confirm that though
Im a bit late to this discussion, but yeah my scraps never got more than 15k
I usually optimize the meshes in blender before importing it into unity, but the frieren plush didnt got anything like that because (when i tried) it was looking very ugly lol
A good example is the puppy shark scrap which is 275k vertices in the original model but only 1k in game, same thing for the babylonian statue which was 260k originally but then i updated it to be 480
A lot of my other items got these kind of mesh optimizations because otherwise the game will lag really bad
Anyway, i support your idea of 15k being a good maximum limit but average should be not more than 6 or 8k
unrelated but wtf are the two other bars where the orange stamina bar is
insanity (purple) and oxygen (blue)
hello!
Alright I have an actual question about this mod. I found a REALLY nice mod that replaces the suit for the player with an anthro void cat. It lags the absolute fuck out of my game though. I was wondering if this mod could help. ^^
lemme find the mod in particular to link it
its safe to say this is not the only mod on my pack, by a long shot, but I'm also not experiencing any performance issues with the exact same set of mods sans voidcatcompany and its dependant.
try using this mod, can't confirm it would 100% fix the lag, but there wont be any issues testing it ^^
yeah no I figured I'd use this mod, but I meant in what way
or are you saying even just installing it is suppose dto do something?
cuuuz nope, not a thing
It's a model replacement so I'm not sure what exactly it'd need to do to optimise that specific model
Does lethalsponge even touch model replacements rn?
I wouldnt know
Typically if a model replacement is well-optimised it shouldn't need lethalsponge so if it isn't it'd probably be up to the mod dev to figure smth out
Here's the log if it helps lol
That log is bigger than the mod lol
yeah ik
I think you had some error spam, I can't check rn but I doubt that that mod is unoptimised
oh, actually that'd do it either
This is the thing thats getting spammed
and I'm not a coder or anything but my brain is telling me its related to the voidcat because it has a part of the model that reacts to a players voice
you should ask that on the ModelReplacementAPI thread
you think its that? and not specifically voidcatcompany?
no, I don't use mode replacement mods :,]
but at least you can talk with people who knows better about that
and maybe give you a fix
fair. Also, voidcat is dependant on an older version of the mod
I was under the impression I should always be updating all the mdos to the current version, unless i'm running an entire modpack
(like Megalophobia...wink)
but maybe I shouldnt be?
afaik there should not be any issues updating unless the own mod insists on using an older version
yeah ty, if running the mod with the exact version of model replacement that they want doesnt work ill go bug them about it
nope didnt fix it. alright
Before I start performing trial and error, could sponge be responsible for a weird audio issue where only certain sounds are quiet/muted? For example, the sound when you drag your cursor up and down over the main menu options ( not in-game) and the final "pop/click/drop" noise when the main menu loads up (usually a slight delay right before you hear it)? I only ask because it's new and receiving lots of updates
told u :]
Interesting. Wonder how one of those meshes is becoming null.
I'll fix that now.
Yeah, fixComplexMeshes is the overall toggle, then fixComplexGrabbable and fixComplexCosmetics are how you can toggle the sub-categories.
Like, just this mod lags your game? That's interesting.
Sponge doesn't touch ModelReplacement models at the moment, I'll need to do some work on the Skinned Mesh Simplification system to support it. But if just that one model is causing lag by itself it has to be pretty bad, or there's something else going on. I'll take a peek at the source.
Looking into it, I don't think it's the model for that one that's causing lag by itself. The assets themselves are good, about the same verts as the Lethal Playermodel.
My guess is any lag you're getting is from the physbones and lip-syncing portions of it
Oh wait, this is likely from the lipsync of that model calling RefreshPlayerVoicePlaybackObjects(). I bet that's what's causing the lag.
Anytime it detects a voice object is null it calls that on Update.
So nothing Sponge can help with, that has to be fixed on the mod dev's side.
interesting, the mesh combiner is getting tripped up over a scrap including a mesh that is just empty. I'll need to account for that.
just uploaded 1.1.8, very tiny update
Just fixing exceptions being thrown in the above case.
* The meshCombiner (used for LODs) will now skip over invalid meshes and not bother throwing exceptions.```
I haven't heard any issues with VR since the initial release.
And the shader replacement should be more effective for VR too, since VR is rendering even more times than normal.
Ah alrighty
This is because the autogenerated project their Unity script makes has an old dependencies string in it. And I'm lazy, and it doesn't seem to affect anything.
Hi Scoops. Sorry for bleeding into this thread, I love this mod, as an aside.
You're right, it's the voice being null causing the update to try and initialize the voice hook every frame. This only happens when some other mod saves suit state as far as I know, but I'd love to solve it. I just used the jaw code a bunch of other people used from someone's tutorial. Anyway, I'm moving my debugging to a mod-releases topic for my model and I'll get out of your hair. Feel free to help if you can/want, I'm somewhat new to this. ^^;;
Does sponge override a mod that does the same thing, such as toggle bloom?
Why would you use a mod that does the same thing
Well FixCameraResolution is the most up-to-date mod that lets you disable the visor but it also has other settings
it depends on which mod applies their toggle last.
I'd just set both to the same setting and there should be no issues when it comes to the camera toggles.
For graphics overrides in sponge, if you set them to their LC defaults then Sponge will not overwrite ever.
Thank you guys so much for looking into this, I'm sorry I couldnt help much more with anything, it was like, 2 am for me and I felld asleep XD
The only place in sponge that touches audio is Audio Deduping which is disabled by default now.
And for that setting if there are any issues the sounds would likely be replaced with another sound, not quiet/muted.
Is this just menu noises getting effected?
Ah no worries I found the problem :) Sorry to waste your time
No worries, sorry I missed your question until now
Lethal sponge 1.1.6 had a glitch where it throws me around the ship once I load up the lobby and doesnβt let me move
1.1.7 fixed that
Now 1.1.8 has a glitch where sometimes (not all the time) when you pull the lever you just get flung out into nowhere
@scenic ocean this issue is still present with the latest release of sponge. will disable deduping from now on, so i'm saying that just in case
Do you have a profile code where this is happening, so I can test it? Also, are you still running the De-dupe config options?
I haven't been able to reproduce this on my end, I've been keeping an eye out for it. Let me know if dedupe being disabled fixes it, but nothing in Sponge should be touching voicechat.
I also experienced the same issue on my end
Did you have Audio Dedupe active, and was the issue consistent?
lethal just be having the weirdest issues
i remember me and friends randomly falling out of bounds through the floor on random occasions because of a cupboard mod
even after removing it theres still a chance it happens to someone, but rarer
I had a friend fall through the ship floor on baykal as the ship was leaving
Have no clue what caused it lol
Yes, audio dedupe was active. After a single moon, we were no longer able to hear each other. I had them disable the mod for the session, and the audio issues went away entirely.
That said, we only had the issue the one time before disabling the mod so I can't say if it's consistent or not.
Technically, I could sometimes barely hear them. Exactly what happened is it sounded like they were talking from across the room where their mic only picked up a couple things they said at an incredibly low volume.
Very strange.
Nothing Audio Deduping is doing should create that effect. I'll just need to keep an eye out for it and more reports of it...
Having voice problems. Will do more testing.
Turning off LethalSponge did fix it. We're takng a look at some other errors that popped up. I'll see if disabling Audio Dedupe works, but the past four days has introduced a lot of errors to track down all at once for some reason.
is this mod stable, or still wip
should be stable enough
coo
any other fairly recent performance mods that came out in the last few months u can think of
ive been off the server for a bit
seems like patching SyncScrapValueClientRpc isn't sufficient enough to avoid the LOD issue
not sure why because i checked and you are doing a postfix with "last" priority
my patch has no priority and should always be running first
@scenic ocean is lethal performance compatible with this mod, they both have a reflection atlas config
Both are compatible. If you have Sponge's reflection atlas config set to a non-LC-Default value it will override Lethal Performance's setting. If you want to use Lethal Performance's configs then set sponge's config to the LC default.
interesting, I was testing with the fish and it worked fine then. Was it just the gift box or were you seeing other scrap also not working?
Maybe the gift box change isn't being picked up because it's only a material change and no mesh change...
so far i've only tested the gift box
it is possible, gift box is just a material change
gift box also has a null mainObjectRenderer if that matters
zeekerss didn't set it for every vanilla scrap, i think it's missing on most of the newer ones
That would do it, I'm generating the Hash off of the mainObjectRenderer's mesh and materials.
What a pain, guess I'll need to change that to check all non-LOD meshes and materials in the scrap hierarchy.
The textures do look cool
Is there any incompatibilities with other performance mods?
Should be fine, as far as I'm aware, my pack runs sponge and most others at once
maybe if you were more aware π
Omniscience remains forever outside my grasp, much to my chagrin
U can't use words like chagrin and claim you're not omniscient
Sound Warning
https://www.youtube.com/watch?v=-DpdhlnptbI
I have become one with the akashic records! MY WILL IS ABSOLUTE!
You piece of ARKS trash!
Lmfao
gotta say I never expected to see someone else in the wild reference luther
made my day
Hey im also having the audio issues, it seems to be far more consistently happening when dropping onto modded moons
basically some people just lose their mic audio right after the lever pull, it seems to be random but it lasts until we restart the lobby.
If we drop onto a vanilla moon maybe 1 person gets affected out of 5 occasionally but on some modded moons 4 out of 5 might lose their audio
do you have audio deduping on
i just turned it off gonna test tonight if the boys get on
it helped a few other people, will probably help you too
i hope so because sponge has helped with performance issues we've been having more than any other mod
im wondering if mirage is the incompatible mod because i feel like once i added that back into my pack thats when it started popping up
Mirage has a shit ton of dependencies it also has to install/enable
mirage shouldnt have any problems on latest version
i use it with sponge and havent had any audio issues
interesting its probably something else
just speculating but im going to try the dedupping fix first
it's probably still deduping, if i had to guess mirage just makes the deduping issue more apparent
I didn't have Mirage until after I turned off audio dedupe. I haven't had the issue since turning it off.
Iirc itβs up to 9 freaking dependencies
Thankfully you can at least remove the config library
ive seen sponge's shader obliterate some custom materials before, but this one takes the cake for me
this is a violation to my eyes
yeah
im pretty sure this is due to the threshold for outlines,
maybe i could do some testing and make a PR π€
if the shader is on github
maybe? i had a quick look and it might be in rendering
but idk if thats the thing ur looking for
Yeah, that's the shader.
I'm assuming that's a custom moon? Those tend to get hit worse as the vanilla shader usually doesn't apply to their terrain, but the custom shader does.
Been a bit busy lately, but another pass on the shader is high on my priority list.
could someone suggest many performance mods i could combine with this?
check LethalPerformance README
alright thanks
needed more ram and vram with this and had lower fps. dont know why... but it is that way π¦
may wanna check your settings with the mod
Just pushed 1.1.9 to thunderstore.
Another LOD tweak to remove the unneeded LOD1 stage when generateLODMeshes is false. Now when you aren't using automatic LOD mesh generations, LODs will only handle culling and nothing else. Should hopefully cut out any edge cases for model swap mods and animation issues.
* The LOD generation system will only use Full Detail and Culled when `generateLODMeshes` is false. LOD1 was just causing edge case issues without adding much benefit for that use case. The LOD2 option has been removed as well to simplify the config, since it also wouldn't have helped performance too much when enabled. This change should fix some edge case issues with scrap animation/textures (Emergency Dice not animating, for example).```
...so it removes manual lods on moons that use them?
am i just following wrong
is that like not a performance concern (trees?)
It removes the second LOD level from the automatically generated scrap LODs.
Sponge never touches existing LODs.
Sponge's auto-added scrap LODs had 3 levels (Full, Reduced, and Culled), which made sense for when generating meshes was the default. But with generating meshes no longer being the default, Reduced was just combining some meshes and reducing lighting accuracy, which isn't a huge performance improvement and caused some issues with a few mods.
So this update just removes the Reduced LOD level when you're not using generated meshes for Sponge's LODs.
@scenic ocean Seems like Sponge's shader nukes emissive materials in dark lighting
This is Vanilla for example with my hair mod
This is Sponge
I cant get used to sponges posterization for the life of me, like sometimes it'll look really good and then other times it'll look like bootycheeks
I just turned it off entirely
like even just little things like the details on the luigi hat for example look a lot grittier with sponge
yeah me too
Bootycheeks is certainly a term LMAO
I don't like Posterization anymore after working in Unity
I hate how it nukes some materials
π
It makes LC look pretty tho,,
Debatable
LC looks kinda ass without it
I kinda like the posterization I just dont like how it looks w sponges drop in replacement shader
Loses a lot of its artstyle too
to me the game without posterization/outlines/resolution/etc just kinda looks like a mobile game and its kinda meh
I just wish the Vanilla one wasn't so performance hitting
Why is the Vanilla one so expensive?
π€
Probably because Zeek used it out of the box and kept it as is
Idk anything about Unity, so this is just a guess
This is true, I hope eventually we get an improved replacer cus the vanilla one is just a bit too taxxing on performance
idk i can't get it to decompile
i have no idea how it truly functions
This is how it functions
300 instructions and multiple branches and texture sampling per pixel
probably that's why
Eeesh
Yeah probably better to just not use posterization at all in my pack until Sponge's gets some improvements, I like Sponge's it just feels like it's a bit too harsh on some materials atm
from renderdoc it says that posterization pass was taken 1514 microseconds
oops wrong
1514 it's UI rendering
2274 microseconds is posterization
also, rendering this plane takes 3ms
I do kinda wish there was a "suuuuper lightweight" mode so it's basically only disguising gaps and unsightly errors/shortcuts devs made in the maps/models. I use neither vanilla nor Sponge but you'll ocassionally see where people cut corners and planned on the filter to hide it. 
that's the plane that makes fog thicker or smthn, zaggy explained a while ago what it did but i forgor
it's the transparent plane that renders volumetrics again over everything in vanilla 
this is how things look without it
it's probably unexpected behaviour
that plane is used for drawing helmet condensation
icic
yeah it's a side effect
I hadn't realized that for a while though
very bizarre
I still don't quite understand the effect it has, but I guess maybe fog just doesn't work on the skybox
A lot of things in base lethal seem like side effects that were kept because they worked out.
But yeah, base shader is terrible because of how complex it is and also because it redraws everything on screen, which can be hundreds or more of extra draw calls.
Yeah, Sponge's shader is overly touchy when it comes to the outlining. Once I have more free time I really just need to go line by line through vanilla's decompiled shader and try to figure out exactly what formula they're using for outlines.
most of sponge's overcompensation for outlines is a side effect of trying to reproduce vanilla's bizarre "highlight outline"
If I ease off of color-based outlines too much, then this effect doesn't show. So there's likely something in vanilla's shader that is able to still produce this effect while not over-outlining other areas.
maybe i am misremembering but i thought there was something weird happening
where it like, applies outlines based on the illumination instead of color
I've tried a few things, different color spaces and illumination/saturation
which would make sense if it is outlining shiny highlights but not doing the same to snow
nothing matches up quite the same
i just remember lethal doing something funky to illumination
you can notice this on the spectator cam
which has this bizarre effect where fog is very thick at a specific angle
and much thinner when you rotate it any other way
im not sure if it is related to this specific plane or if it is something else
because spectator cam doesnt render the "helmet overlay"
but it is super distracting
But yeah, right now the closest I can get it is working off of HSL Luminance.
But there's always the chance that base lethal actually uses 3 outlines instead of 2.
Sponge outlines based on Depth and Luminance atm
But base lethal might be outlining based on Depth, (some color space), and actual lighting information from the scene
But Sponge's shader will never have access to actual lighting information, so I'd need to find a way around that if it's the case.
I wish Lethal's base shader was some unity drag and drop asset, but whatever went on in that shader lab setup must have been fascinating
vanilla's decompiled shader
how
????
I pulled it out of a Renderdoc capture.
I have the .shader file as well from a decompilation of Lethal's unity files, but that is way messier so it's easier to just pull the relevant code out of the frame capture.
Here's the vertex and pixel shaders if you wanna take a look.
I'm going through the pixel shader at the moment and making it more human readable so I can figure out what needs to change in Sponge's, but it's gonna take a bit.
A lot of it doesn't make much sense without the relevant inputs, so I'd recommend using RenderDoc yourself if you really want to dig into it.
It seems like the legacy shader is a bit better on materials
@lean wave Seems like the legacy one might be in a better state currently potentially
I just use the vanilla one, it runs fine for me
Hello!
I'm having an issue that makes the minimap on the terminal being completely frozen,
I'm not going to confirm that it's this mod, but it has happened since I put it on.
do you have darmuhs terminal mod? ive had this with darmuhs but i never looked into that issue since i just removed darmuhs mod so im curious if it could be some incompatibility?
yes, I have it

(and it's kinda needed for my modpack :,])
the thing is it never froze for me in singleplayer, only in multiplayer
and it only did this on darmuhs mod terminal
if you disable patchCameraScript in the sponge settings then sponge shouldn't be affecting it anymore

i've seen the cameras freeze without sponge or darmuhs stuff before (before sponge released and i dont use darmuhs in general)
so it might not be related to either
could also be a vanilla issue
shrug
I'll enable this just in case
i dunno ive never seen it happen outside of darmuhs mod
it's not extremely frequent in my case
and Darmuh is currently on Hiatus from LethalCompany :,]
i've seen it happen maybe 3 times total out of hundreds of hours of multiplayer
but i have seen it before
almost none of that playtime was spent playing true vanilla though
pretty much just one or two days every time zeekerss releases an update
tbh i have so much stuff disabled in sponge meanwhile that i might aswell uninstall it
i need to check what else is left at this point
yeah kinda upsetting since ghostcodes is still one of my most favorite mods but everyone needs a break at some point i suppose 
why?
I only would have the camera thingy disabled
and these settings where blessings for some low-end device friends
i keep it in my pack but i do have the custom shader disabled dedupe disabled also fixcomplexmeshes disabled, im still not sure about the LOD stuff since i see no difference ever
and tbh my 1 friend that plays on a GTX 1050TI just reduces the resolution from 1440p down to 900p and it becomes playable for him just fine
Reduces the resolution from 1440p down to 900p? What? The game is 520p by default.
And you disabled all those why? The whole point of the mod is improving performance without affecting the visuals that much. No wonder you "saw no difference".
just causes too many bugs with custom models
LethalSponge causes the "cutscene's" light orb in still form after it flashbangs to reappear after leaving the facility (and exterior being very bright overall)
removing lethalsponge fixes the issue
only mods in modpack are lethalsponge, weatherregistry, freeeeemoooons and cosmocos and it's dependencies
I didn't know where to report this as lethalsponge was causing this, so yeah
this is caused by volumetric compensation
I'll check that later as I'm fixing my modpack a bit
Is there something that should be added to the default dedupe blacklist to prevent the old mansion entrance hole from opening out into the void? #modding-general message
i think they did talk about it earlier idr what the mesh is called
but in general you shouldn't use dedupe anyway unless you're low on vram
what's your graphics card
Oh it's not for me.
I have way too much VRAM.
I'm not the only only playing.
And I don't know their specs.
So, it's just the meshes I disable dedupe on right?
Or all of it?
turning off mesh dedupe will fix the mansion room
i found the time they were talking about it but they didnt mention what the mesh's name was
Ah well. Seems like an easy fix, if the name is known.
What vsync level would yall reccomend
Then dont answer 
too bad
get his mid ass game outta here
Yes Bendy 1 is mid(im not saying this as a hater I was a fan of the games but the later chapters were not good for me)
Thats insane
when your plot makes 0 sense unless you read the external materials its gets a lot of bad marks lol
also having bad combat really doesnt help
if your non combat game has bad combat then dont put comabt sections in the game π
Vsync level 1 matches your fps, vsync level 2 halves it, so on
ok imma keep at 1 haha
If u run at 120 and vsync at 2, game will run at 60
Because for some reason unitys built in vsync ignores target framerate when enabled
vsync is a scam simply cap your framerate
its always better to cap framerate with an extra 10-20 fps of headroom than to use vsync
yeah was checking cause some games have "vsync" mean not caping framerate but closer to fixing screen tearing
all vsync does is sync the frame rate of ur gpu to ur refresh rate
so yes all it does is cap framerate
it fixes screen tearing as a side effect
yeah im pretty sure some games do something else and just call it vysnc lol
screen tearing is atrocious and this does not solve it
that is the real reason i use vsync
it may not be ideal but all of its side effects are infinitely preferable to screen tear, for me
Depends on implementation and engine I think
Cus unity's default will limit framerate but games like mh wilds (running on RE engine) let you have vsync and a customizable frame cap
And yes screen tearing fucking sucks and is the only reason I use vsync
Yeah 100%. My GPU absolutely loves to screen tear with every and any game, so I'll take that fps loss (begrudgingly)
vsync is more than that really
it requires double buffering, which can be disabled when vsync is off
it often also enables triple buffering, I believe
not only that, but it synchronizes the CPU to the GPU scan out when present is called, so it's a bit more advanced than just fps limiting
present is non-blocking without vsync, as I understand it, but with vsync it will always wait for the buffer to swap
triple buffering is supposed to allow the CPU run ahead of the GPU and therefore give you better and more consistent framerates but at the cost of latency
the synchronizing to scan out also means that without variable refresh rate, when your framerate drops below your refresh rate, your output fps will drop by half
this is what adaptive exists to solve though yea
yee it's a workable compromise
still not great though imo, since if you actually need adaptive, chances are you're gonna see a lot of tearing regardless
FOR REAL
Lethal runs really bad without Vsync for me compared to other games
So idk if that applies to Lethal Company tbh
playing at an uncapped framerate will result in that ya
Also I thought the rule of thumb was to always cap a game to 1-2 fps below your monitor or to cap it at double your refresh rate
bc its not at a constant rate
To avoid screen tearing
Oh if you get screen tearing yes
for most monitors nowadays it isnt really an issue
bc of stuff like gsync and freesync etc
where instead of capping the games framerate it dynamically adjusts your monitors refresh rate to the game
this has never worked for me
idk
Ah yeah setting it to 10-20 fps above the monitor and using fast sync for example might work
Yeah no
Lethal just isn't smooth unless you use VSync
I was trying to cap it with the Nvidia Control Panel btw cus ingame is limited
It's just extremely stuttery
Only game I have seen that constantly micro stutters without VSync
Well capping it ingame to 60 works okay weird
for some reason lethal unity version is kinda broken
and doesn't detect dx11 time drift
That's probably why yeah
I think Nvidia can't cap it properly
for some reason
cus it works with other games
yeah
and then unity will use that vsync time and think it is correct
causing micro stutters
wtf crazy
that's good to know, thanks
so modern refresh sync methods dont work with lethal thats cool xd
i didnt even know that was possible
u gotta love time drift
i started getting that out of nowhere after some LP update, suspected it and disabled, and it didnt fix
turned out nothing fixed it
so ingame i have to set 120 cap and do vsync in nvidia control panel
@scenic ocean i have a bit of an interesting compatibility problem I need to solve...
my mod chameleon includes a setting called ReworkFoggyWeather that disables the foggy weather object and instead directly modifies the vanilla moons' volumes
this makes the fog look a little more natural, fit in better with the given moon's palette, resolve boundary issues, etc.
i didnt realize until just now, but this causes conflicts with your volumetricCompensation setting since (presumably) you cache the volume's original density on scene load before my changes are applied
because of this, [entering and exiting the building causes my changes to be reverted](#1280017266200674314 message) which is a pretty major compatibility issue
as long as both settings aren't used together, everything is ok, but it'd be ideal if we could work out a way to make this compatible
Shouldn't be too bad to make a compat fix for, I can look into moving the volumetric caching later or adding a specific case for chameleon π
sure
let me know if i can do anything to expedite that for you
my changes only apply to exp, ass, vow, mar, off, ada, and emb
and iirc i do things in the SetToCurrentLevelWeather method but ill need to double check
i dont know if this has been asked before but im having an issue with mrov's Blackout weather when upon entering and exiting the interior the ship lights reset to their default values (blackout makes the lights brighter for balance), idk if theres something in the config that could fix it but yeah i need help :c

That's only for VRR (FreeSync, G-Sync, HDMI VRR) displays and it's not actually 1-2. Depends on your refresh. The higher it is, the more headroom you need.
On a fixed refresh display capping below VSync will just introduce hitching.
Fast Sync is best used at multiples of your max refresh. x2, x3, etc. Or uncapped. But it's not really needed on a VRR display.
Modern refresh sync methods? Like what?
I still find Unity games just perform best with VSync for whatever reason
It's only Unity games too
VRR is best used with VSync anyway.
Also, enabling VSync in Unity makes all the internal limiters not work. A lot of Unity games have limits for menus, or for when the game is in background for example.
@scenic ocean I've just noticed your FPS limiter on monitors fail to apply all of a sudden, unsure why.
Interesting. I've been very busy lately but I'll try to look into that. Can I have a profile code for testing?
Tbh, something else weird is happening right now too, which is the external ship camera stops moving when I look at its monitor, and then moves when I look away lmao
But yeah, I'll fetch you my code.
0196d224-4878-3341-b00e-f1b2c85c843a
If you're using GI try applying the same fps limit as LethalSponge to the monitors in it's config
I noticed Sponge's fps sometimes not applying as well, I think GI sometimes overrides it
Make sure External and Internal Cam fps match what Sponge sets
Yeah, I did that earlier today. Weird why it would suddenly want to override.
I also noticed my monitor door buttons disappeared, a bunch of weird GI-related things have been happening recently.
That will happen unfortunately, GI isn't actively maintained and touches a lot so it's easy for conflicts to happen
Right, it's just that my modpack didn't change in the interim. Given GI wasn't updated, that just leads me to believe another mod was and suddenly caused the conflict.
Always a possibility
GI is too good to cull, I have to just suffer these minor aberrations 
@scenic ocean this needs rebuilding on v70 btw since it currently causes errors for AddChatMessage
No
That was BetterSprayPaint
Unless this does too
this does too
at HUDManager.AddTextToChatOnServer (System.String chatMessage, System.Int32 playerId) [0x00027] in <2c456ed6dfdb487e8d590e727415cb6f>:IL_0027```
i also dont have BetterSprayPaint and disabling this fixes the error so π€·ββοΈ
Does the mod work in v70
Does this mod work in v700?
Does this mod work in v777?
Does this mod work in repo?
Does this mod wash the dishes?
does this mod work in mod?

Huh, wonder if V70 changed the chat message method. I'll make some time today to get it updated for v70
Looks like it just had to be rebuilt. I've just pushed up 1.1.10 to Thunderstore, should fix the AddChatMessage error in v70.
apparently he fixed messages getting deleted if you sent the same text twice in a row
he mightve just changed the signature (such as by adding a new parameter - this breaks any mods that patch or called the old method, but is fixed by a recompile as long as the new params have default values)
Is there a way to make interiors a bit darker via the mod config? They seem a tad too bright and I don't want to make my friends screw with their gamma settings since it also makes the main menu darker
Try FullDarkness
you can make it less dark
@scenic ocean This mod breaks the ships monitor special effect
the scan effect on the ships monitor disapears when installing this mod
it's a config setting
where
for lethal sponge
whats it called
oh
Yeah, you can toggle Apply map camera quality overrides in Cameras for Sponge settings to re-enable all quality settings for the radar
he added lens distortion + film grain + etc. to the camera in vanilla
so disabling those settings by default is a lot more noticeable than it was in previous versions
if that is of concern
Once I have more time to get back to modding again I'm curious how the new radar changes pan out performance wise.
Reworked the radar's appearance, now using 2D sprites to display rooms. is one of the thoughts I had a while back on how to make the radar cam more performant, but I wonder if Zeekers did it in a way that actually helps rendering.
he disabled all layers rendering except mapradar
and added a bunch of sprites on the mapradar layer
i think all of the old stuff (player radar dots, etc.) also use unlit shaders now
That's good, should be a bit of a step up
primarily to fix the weird look they had when you were using flashlights and such, but it should also be a little performance boost
Not as performant as a true 2d map that avoids using an extra camera, but should be better
yeah
I'm noticing sponge is nuking the restored film grain on the new map screen
probably the map camera quality upgrades?
Ah okay yeah it's that, I missed the recent convo lmao my bad
Also I don't think the map camera framerate gets applied anymore
There's a good chance I need to recheck how the frame rate limits are being applied with the radar changes.
Yeah, if anything it may not be needed anymore
It will definitely still help, as it's still an additional camera which causes a lot of overhead. Even cameras rendering nothing cause lag in HDRP
Hey, after updating to v70 the screen became more green
this is on fresh profile with only Sponge installed, default settings
v70 the green update
the birth of greevil
@scenic ocean
Do you know what sponge setting causes some lines to look blurry, specifically the one on the terminal.
with your mod ^
Vanilla ^
Theyβre not, sponge is doing something that changes the black line to be less sharp and straight.
Hard to say. It might be something related to the different outline method if you're using alternate posterization.
It might also be a resized texture, but those seem like they're the same resolution, and that doesn't look like a texture that would be large enough to resize.
Is this only on things like the terminal that are "screens"?
I donβt have the custom shader on or remove the outline thing
I was thinking it might be the thing where it makes complex meshes more simple, but I did not have time to test
I would doubt that, as that wouldn't effect the textures in that way unless it was warping the UVs somehow.
If you're not using the custom shader, then my best guess is the texture resizing option. They look like the same resolution, but it could be the base game resizing the texture down in its own way and sponge using a different method that looks slightly different.
Is there a config for that?
Yeah it's the Textures -> Resize Textures config
just tested and its not this
maybe increase the quality of the shadows?
to me that looks like low quality shadows
I turned off the quality setting and it fixed
but I need to figure out which part is causing
could be the shadows since sponge by default changes it from 2048 to 256
let me test
That was it
interesting, I suppose there's a shadow there
It looked like a UI element, but I suppose those might still cast shadows too
i noticed this weird thing where the darkness sphere appears more clear than in vanilla, and when i asked about it someone said this mod was causing it. is there something i can do to bring it closer to vanilla?
It's because the game is a bit brighter with the Sponge Shader, the Vanilla Game's shader darkens the game for some reason and kinda ruins some of the colors that you can see with Sponge's on in comparison
idk if it can be fixed
True Darkness mod you can reduce the night vision effect from the game.
It has two version server-side and client-side
i have both nightvisionconfig and full darkness
Btw question
Im talking about true darkness. Full darkness is only client side
Either Daily Quota or Entrance Blocker was causing a bug that showed negative players on the voting screen
Do you know which one it is?
no
neither were working when i did mp testing before
Removing them both fixed it
do you have anything that touches voting in particular
Nope
like custom host voting power etc
it was one of those 2 mods
My guess would be Entrance Blocker, maybe it desyncs clients badly when it blocks the entrances
but idk
its probably daily quota more likely
Prob
actually speaking of entrance blocker
got some really bad lag during loading and this was what printed
did you try with either one enabled and the other disabled, and see if it still happens
wha happen
oh, fair ai
id ignore that
fair ai is probably screwing something up
there is a bug where when you are not looking to the main camera, the other one next to the door pauses, it's the patchCameraScript setting
other mod is generalImprovements
I use lethalsponge and i dont have this problem
maybe is a generalImprovements incompat?
Nope.
then maybe you dont have the setting turned on?
I do.
does it work for you
Yes. As I said before.
ohh so the nope was just a way of denying the bug, not the incompat
i guess its a mod in my modpack then
It's working here and i have patchcamerascript on
Is there anything I need to change to keep like the closest thing to vannila lethal? I heard something of it changes processor shading but tbh idk
many of the changes this mod makes are compromises
the more stuff you use for performance benefit the further you stray from vanilla
you should probably just disable the stuff that sticks out to you as being bothersome
It's hard for me to notice it though.
if you dont mind using the mod with its default settings then you dont really need to change anything
unless you run into a specific conflict or issue
I'll just try to see the difference on my own if I can
Hello!
Is there a recommended config?
Or I should just leave it by default?
If you wanna see far away with exterior cam you can change to 150 value.
Would be Hella cool if sponge included a button in the lethal company settings menu to change settings only for the client, so those who have a good pc can turn cameras FPS up and other things, then people with bad pcs can turn it down
I have a good pc but I can't turn the sponge settings up because there is people with worse PCs and we play on the same modpack
I mean I can changing the config when uploading the modpack and then changing it for myself, but a GUI in-game for graphics would be cool
I know it'll probably reduce the effectiveness of sponge, but what config do I turn on/off to get rid of the way sponge makes snow look like?
turn off "remove posterization shader"
thank you!
Does Preserve surface curvature affect landing loading speed?
Wish Posterization and Outline toggles were separated.
Just passing by to warn, if anyone got the same problem as I did and the floor on the facility interior is all black, it's because of "De-dupe textures"
You can either disable it or include these textures on the blacklist
playersuittex2b;scavengerplayermodel;LightningBallSpriteSheet2;TexturesCom_Pavement_ConcretePlatesMossy_3.6x3.6_512_albedo;TexturesCom_Pavement_ConcretePlatesMossy_3.6x3.6_512_roughness;TexturesCom_Pavement_ConcretePlatesMossy_3.6x3.6_512_normal
Well, it's off by default.
@scenic ocean
This mod does some weird stuff to my TakeyPlush mod.
- This mod changes how my plushies look and they don't look good like that.
- Non-host clients will see missing props on the plushies that have spawned in the facility.
Would there be any way to fix these problems while still having your mod installed?
Screenshot #1 shows that the plushies are rendered differently if you have the LethalSponge mod installed.
-# These plushies show the props correctly for non-host clients since I spawned them in the ship directly using Zeekerss debug menu.
Screenshot #2 shows the missing props on the plushies (that have spawned in the facility) for non-host clients.
@foggy void
Do they desync still even with the sponge shader off? Cus I disabled it
Idk why this mod specifically affects the props
Oh wait maybe it's
Unload Unused?
I disabled that recently
Cus it calls that before joining a lobby
My guess is that since the props are separate MeshRenderers, they get disabled somehow
Yeah it's prolly Unload Unused, for clients it might consider it something to disable
I can do a test and see if that changes anything
It doesn't change anything
π€
and you've reprod it with just Sponge added? It's just weird it does this
Maybe this? But I've had it off for ages so doubtful
I have some other mods installed too but I know it's this mod doing it
I just dunno why it would break client stuff
cus the mod is client sided
thats not what that does
Yeah I know, I just wondered if on clients it was unintentionally causing the assets to get unloaded
again, not what that does
Again I know, but it wouldn't be the first time I've seen something touch something it shouldn't as an edge case and I can't see anything in the config besides that or the LOD Generating setting that might affect this
Idk why it would affect variants for a scrap period
The rendering issues are definitely just from the custom shader
As for the missing props, do you have any of the LOD settings on? Those are pretty overzealous and might be disabling extra renderers.
Hard to say what exactly might be causing that on client-only though. Might be worth just disabling parts of sponge until it works again to see what part of sponge is doing it
I don't have any LOD settings. I'll try to do more testing later
@scenic ocean Would you be able to send me your posterize shaders?
I'm trying to figure out if I can ignore the effect on specific shaders with a Stencil value
I'm pretty sure Scoops is planning to redo the Shader at some point
to make it more on par with Vanilla cus right now it is quite noisy in a lot of scenarios
Still, I want to see if this method would work
Sure, here's the non-legacy shader.
I'm partway through making a new shader based off reverse engineering the base game shader, but life has been very hectic lately so it's on the backburner.
You could probably set up a stencil buffer that could tell the posterize shader to ignore certain pixels... That was something on my radar eventually as well to emulate the ability to exclude meshes from the full screen shader. It would get tricky with transparency and such though.
Thanks
speaking of da shader, do we have access to zeekerss' shader? i believe it doesnt come through ripping so i was wondering if people ever asked zeekerss for it
Never thought to ask zeekerss directly as I didn't want to bother them with modding matters, but that would be the easiest way to get it.
I was just using it as a chance to practice reverse engineering some shader assembly.
Ooh icic
i might be dumb but i need some help :(
as far as im aware it only started doing this once i installed lethalsponge
or maybe im insane and these are the game's vanilla culling values
I've never actually seen the game cull stuff like this before so I'm not sure if its an incompatibility, but you should be able to adjust the values in this part of the config to change when culling/lods start
I dont actually know how this part of the config works tho since I've never had to use it, im sure theres other people in this thread who could probably help though
hmmmmmm
i don't think it's a compatibility issue
so turns out it's just a plain ass vanilla thing

oh my god yeah wait i've never noticed it either LOL wtf
then instead this is now a request for larger cull distance options
unless im stupid
do u know what lod1start, lod1quality, cull start really mean
i got a pea brain mb
Idk if ur on gale or on some other mod loader but there should be like a question icon you can hover over to get more information on what each config option does
seems to only effect items and scrap
been using thunderstore the whole time
gale or r2modman ar miles better in any way possible
and been having issues with the game!!
can that be said with r2mod man?
its really weird since its just a mod manager
but it can
i have had entire profiles broken just because of ts
also it crashed my entire pc a few times
r2modman is a better option if you wanna keep the ts layout
fuck me
and gale has tons of other options
made specifically for lethal company
and for everything
also
both ad free
not changing is like
dummy
dummy behaviour
hehehhee
can i easily transfer my mod pack to gale.............. 
yes
when you install it it already shows you an option to port your codes to it
with everything
right as you left it
its like magic
HOW HAS NO ONE EVER TOLD ME THIS
only problem is
most of my friends use thunderstore
and idk how'd that go down
force them to change

nothing will happen
both use the same thunderstore servers
so its just the manager that changes
same codes
same everything
but better
ooooooooooooooooooooooh
eons better
There's no problem, you can play on Gale and them on thunderstore if they don't wanna switch
gale was made out of hatred for thunderstore hehehe
-# nah idk, but it sure does feel like haha
yes
by chance
Yes
ofc
its literally thunderstore but better in every single way

this is gale propaganda hehehe
will it force me to use fucking overwolf





