#Lethal Sponge

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jagged rover
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item codename is more so for stuff like spawn weight

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at least as far as ive seen

tranquil lake
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The average user isn't going to know the codename of a model

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Neither do I

scenic ocean
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fixComplexMeshes is set up to also work for non-scrap meshes, so it works off mesh name

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that's disabled at the moment, it's only enabled for scrap, but I can't assume there will be a scrap name

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Maybe I add a second fixComplexMeshes blacklist that works off of gameobject name. That should sometimes be more unique at least.

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also there can be cases where the same scrap name might have multiple meshes.

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so it generally has to work off mesh name, as it's a mesh system

uncut slate
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Is it recommend to use this mod even if I’m not using the new shader?

scenic ocean
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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.

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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.

oblique merlin
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So there isn't a noticable difference between the two shaders?

scenic ocean
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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.

shy bison
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Is there a config to fix the whole upturned variety thing?

crisp ruin
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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?

scenic ocean
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Just used assetripper to open the assetbundle in unity.
Differences are likely from import settings then.

somber pollen
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Do they have every modifier applied in blender?

scenic ocean
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That would be my guess

somber pollen
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Because if they arent applied they wont show updated vert count

crisp ruin
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I don't know what they did but they have a thread here for the mod

scenic ocean
# shy bison Is there a config to fix the whole upturned variety thing?

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.

faint zodiac
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14k verticies... on a scrap...

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"why is my game lagging"

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this is whyyy

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😭

crisp ruin
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most of them is fine tho

faint zodiac
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lethal company scrap makers out here pulling a ban ban

scenic ocean
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14k is on the low end from what I've seen while testing sponge with modded scrap πŸ˜”

somber pollen
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We dont talk about the crithaxx 700k tris plush plink

foggy void
faint zodiac
somber pollen
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14k for a small scrap is something, its just nothing cuz people dont care usually

foggy void
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I mean most scraps in my pack I found didn't go above 7k

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The Surfaced Die and Oni Mask were fixed by changing the default from 5k to 7k in fix complex meshes

scenic ocean
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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.

somber pollen
foggy void
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Yeah

somber pollen
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Also maybe cuz of the whole ass dice gal on it greed

foggy void
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But it's not exceeding 7k at least

strong lion
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is 4k a good sweetspot

somber pollen
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I mean keep in mind the playermodel itself is 8-9k tris

strong lion
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oh i was talking verts

somber pollen
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Tris, verts its similar, tris is easier to grasp

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Cuz unity works with triangles

scenic ocean
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My opinion is below 5k verts is a good goal for general scrap, which is why I set fixComplexMeshes there for default.

strong lion
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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

somber pollen
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Depends what object it is, if its a complex shape its fine

scenic ocean
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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

somber pollen
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700k

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Or 2 million...

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A sword.shouldnt be black when viewed in vertice mode...

scenic ocean
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Damn, that one's impressive

somber pollen
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It was a friend who commissioned on fivver

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And they also got a 46k "low poly version"

scenic ocean
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Somebody really liked Subdivide

foggy void
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I still can't believe the default cat ears in MoreCompany are 109k

scenic ocean
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That's def the index count, not vert.
"only" 18k verts, 36k tris.

foggy void
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Ah

scenic ocean
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109k indices

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still horrible, but not that magnitude

foggy void
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Still a bit high though for cat ears

honest shoal
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mein god AnimatedPlink

scenic ocean
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These could be 1k or below easily, yeah

foggy void
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The other built in cosmetics I was told were fine at least

oak quartz
honest shoal
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they called me crazy for disabling default cosmetics

oak quartz
foggy void
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Well if it's just the cat ears you can blacklist them easily

oak quartz
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since I mostly use military ones

scenic ocean
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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

foggy void
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builtin.kittyears

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just add that to the blacklist for MoreCompany

scenic ocean
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wait, oh, there might be another...

foggy void
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Oh?

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Which one?

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Is it the bunny ears? lol

scenic ocean
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I might recommend blacklisting the eyeballs

foggy void
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HOLY SHIT

oak quartz
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im curious now

foggy void
oak quartz
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I wanna see how fucked I am

foggy void
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s1ckboy had a cosmetic that was 4mb which turned out to be unoptimized in tris and verts

oak quartz
foggy void
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part of ProjectSCP Hats btw

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Someone didn't optimize the headset part of his cosmetic

scenic ocean
sharp jackal
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what's the name of the eyeballs to put in the blacklist?

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builtin.eyeballs ?

foggy void
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builtin.eyeballs

strong lion
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Also doesn't morecompany list the cosmetic name in log when it's loading

faint zodiac
foggy void
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LOL

scenic ocean
dire fern
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36k tris is still a lot of fuckin tris

scenic ocean
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Oh yeah, for sure

somber pollen
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mu is 600k tris

scenic ocean
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I just don't want misinformation spreading

dire fern
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Still not as many tris as the ariete plush :3

somber pollen
dire fern
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WAIT NO

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I DON'T WANNA BE UNOPTIMISED

oak quartz
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GO

dire fern
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NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

tidal lagoon
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and THOSE EYES OMG

dire fern
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||i had to find the highest poly skitty model on sketchfab for this bit||

pale narwhal
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the billion polygon eyeballs when it meets PerformanceEnhancer (Garanteed To Push Your Frames Up)

scenic ocean
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what does that mod even do
I'm looking at the source and it's only like 2 pages of code, mostly just logging.

jagged rover
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id like to additionally add a reminder that if you use the morecompany eyeballs without sponge

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that is 81726 vertices

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because theres two eyes

scenic ocean
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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.

tranquil lake
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Peak

jagged rover
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dont deny it

foggy void
scenic ocean
foggy void
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Unfortunately it was after the icon got made that everyone called it out for being a bs mod

foggy void
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go figure

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XD

dire fern
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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

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performanceenhancer that is

foggy void
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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

scenic ocean
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QualitySettings.vSyncCount = 0;```
Yeah I think these are the only two lines that have any effect on performance.
foggy void
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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

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πŸ˜…

scenic ocean
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Not to get ideas from a bad mod, but a VSync config setting might be a good option to add to Sponge...

dire fern
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maybe, typically in games I turn vsync off and just cap the framerate to my monitor's refresh rate manually

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idk if it does anything but

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yeah

pale narwhal
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as you have discovered

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Lol

faint zodiac
strong lion
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i do wish vsync was a separate option instead of having to run the game uncapped

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but performance enhancer wasn't the way to go

pale narwhal
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vsync is basically just a toggle in unity's quality settings

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it is extremely easy to disable

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i actually thought the game had a framerate and vsync setting already

scenic ocean
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Yeah, it's a really easy change. I can probably just toss an option for that in sponge's configs next update

pale narwhal
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but i might be thinking of something else

strong lion
scenic ocean
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The game has framerate settings, I imagine it ties vsync to that

strong lion
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i think its turned off when fps is capped

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which i would be capping fps but then my screen tears soo

pale narwhal
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"use monitor (v-sync)" and "uncapped" are two separate settings

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does it not do what it says it does?

strong lion
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oh whoops

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it does activate on use monitor

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but at least in my case my monitor runs at 120 hz, and i would prefer the game to run at 60

pale narwhal
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right

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so you can set it to 60 FPS, right? that disables v-sync and sets target frame rate to 60

strong lion
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yes

scenic ocean
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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

pale narwhal
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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

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only enabled when the vsync one is selected, toggled off in any other scenario

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but "uncapped" is actually capped at 250 instead of being -1

strong lion
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yea

scenic ocean
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vSyncCount = 2 would do what you want, targeting 60 if your refresh rate is 120

pale narwhal
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i do agree this could be a good option for sponge

strong lion
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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

scenic ocean
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yeah it's essentially uncapped at that point
I don't think there are any monitors with over 250 refresh rate.

faint zodiac
pale narwhal
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well i think having an option labeled "uncapped" that's not actually uncapped is bad for accurate benchmarking

scenic ocean
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that's fair

pale narwhal
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but yes, from a "just playing the game" perspective, 250 is not a bad limit

strong lion
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fair but i don't think anyone is using lethal company as a benchmarking game

oak quartz
strong lion
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it doesn't make the most out of system resources anyway

oak quartz
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I swear whenever I see someone use reshade it makes the games that use it look worse and run like ass

pale narwhal
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that's what i mean

scenic ocean
strong lion
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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

pale narwhal
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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

strong lion
pale narwhal
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ya

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but anyways it's not a big deal

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i am curious though

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is there a noticeable difference between targetframerate = 60 and vsynccount = 2 at 120hz?

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i assume there's some reason for it, im just not privy to it

scenic ocean
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targetframerate = 60 would likely not fix any tearing

pale narwhal
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ah yeah i see

strong lion
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oh yea i was just reading the docs

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that whenever vsynccount is above 0 targetframerate is ignored

pale narwhal
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yup

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although i think i recall reading there was some sort of bug where they interact incorrectly if you dont manually set targetframerate to -1

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so that's how i've always done it, just to be safe

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that might be incorrect (or at least outdated) information

scenic ocean
strong lion
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it might actually get a bit weird with different display speeds

pale narwhal
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yeahhhhhh lollll

strong lion
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cus not everyone has a 120hz display

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some have lower or higher

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like my old system's display cap was 60, at that rate vsynccount would run the game at 30

pale narwhal
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the main weirdness i would expect is from decimal values

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vsynccount = 4 on a 30hz monitor should be 7.5hz but im not certain unity would actually handle that correctly

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depends on the implementation

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but also vsync=4 and a 30hz display is an extremely unrealistic scenario

strong lion
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would unity round up to the nearest whole number

pale narwhal
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tbh im not sure because this is out of my realm of expertise

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if unity is just capping the framerate by doing math on hz/vsync then it would probably just round

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but if it's actually being tethered to screen refreshes then theoretically it would be accurate

oblique merlin
scenic ocean
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Do you have any examples of what you noticed that was different?

oblique merlin
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Here are screenshots I took in the ship

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Difference is pretty noticeable

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Mostly on the suit and posters, but the actual ship also looks different (not sure I can pin point what it is exactly)

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Idk how to describe it but everything looks flat with yours

scenic ocean
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Yeah, looks like the original shader is getting slightly darker shadows and brighter highlights. I'll work on that in the next revision.

foggy void
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I honestly prefer the Sponge shader tbh

lean wave
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left is vanilla

scenic ocean
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I think sponge's outline shader is slightly more aggressive, I need to tone it down a bit in some cases

lean wave
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oh my god i love your nickname

neat light
tidal lagoon
# neat light Death

i was going after a renderdoc estimate πŸ˜” indicies were weirdly high
i recommend a swift and merciless execution for my crimes

neat light
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Death by peace
there was never a gif under this message

honest shoal
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Is this an advertisement for your ship companions...?

neat light
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That aint a ship companion DogeKEK

honest shoal
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...yet tal_smug

faint zodiac
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oh my god he punches just like I imagined

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actually mine had its other arm as a shield but the designs are very similar

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i love him already

neat light
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lol

faint zodiac
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i was thinking of putting my version on a war-torn moon

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but since ur making this one i completely reimagined the design and stuff

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and function

neat light
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to be better ofc, cuz this is better

faint zodiac
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nuh uh my new version is cool

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and it has a NEMESIS

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i bet yours doesnt!

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oh my god

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i just had

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the worst dejavu

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jggjhghghgh

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what the fuck

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ive been in this conversation 3 times

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but slightly different

celest lintel
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ive looked a bit in this thread, and i find the bad topologies funny

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also hello

knotty cove
odd quiver
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same with the ship screenshot

scenic ocean
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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)".```
fluid pelican
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will test asap

warm solstice
celest lintel
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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

glossy garden
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depends on hardware i guess

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i have someone who plays with a 1050ti

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high poly counts probably mostly hit the gpu i would assume

celest lintel
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maybe

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i know that the game is mean on cpu, especially with modded content

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but it does take a fair amount of gpu

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enough to be an issue on weaker hardware

scenic ocean
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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.

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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.

celest lintel
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ahh i see

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being nopt gpu bound makes me not realize

pale narwhal
celest lintel
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overdraw yuck

uncut slate
scenic ocean
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I don't think that Lethal Performance does any texture resizing, at least not that I'm aware of.

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And I generally do all my Sponge testing with all other performance mods active, haven't noticed any direct conflicts with any of them

odd quiver
lean wave
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but

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i dont think its related or anything

scenic ocean
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Yeah, those are system graphics settings.
resizeTextures is specifically for textures in game for objects, moons, and scrap and such

scenic ocean
uncut slate
lucid ruin
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already known

viscid crypt
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I never realized it was from lethalsponge, but texture dedupe makes all the coilheads use the inverse coilhead texture from BrutalCompanyMinus/Extra/Reborn

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oh and nutcrackers use nutslayer textures too

scenic ocean
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Just need to reset dedupe settings to defaults

shy bison
viscid crypt
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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

worn roost
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#help-and-troubleshooting message

west vessel
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do you need fixcomplexmeshes on to turn on fixcomplexcosmetics?

shy bison
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I gotta incorperate brutal company in my pack fr. Inverse Coilhead that's red looks sick.

sudden abyss
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I should try to confirm that though

fair narwhal
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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

true pulsar
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unrelated but wtf are the two other bars where the orange stamina bar is

rustic heath
true pulsar
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ooooooh!

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Also hi Moroxide

rustic heath
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hello!

true pulsar
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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. ^^

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lemme find the mod in particular to link it

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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.

rustic heath
true pulsar
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yeah no I figured I'd use this mod, but I meant in what way

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or are you saying even just installing it is suppose dto do something?

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cuuuz nope, not a thing

dire fern
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It's a model replacement so I'm not sure what exactly it'd need to do to optimise that specific model

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Does lethalsponge even touch model replacements rn?

true pulsar
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I wouldnt know

dire fern
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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

true pulsar
neat light
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That log is bigger than the mod lol

true pulsar
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yeah ik

neat light
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I think you had some error spam, I can't check rn but I doubt that that mod is unoptimised

dire fern
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oh, actually that'd do it either

true pulsar
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This is the thing thats getting spammed

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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

rustic heath
true pulsar
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you think its that? and not specifically voidcatcompany?

rustic heath
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but at least you can talk with people who knows better about that

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and maybe give you a fix

true pulsar
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fair. Also, voidcat is dependant on an older version of the mod

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I was under the impression I should always be updating all the mdos to the current version, unless i'm running an entire modpack

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(like Megalophobia...wink)

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but maybe I shouldnt be?

rustic heath
true pulsar
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yeah ty, if running the mod with the exact version of model replacement that they want doesnt work ill go bug them about it

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nope didnt fix it. alright

honest shoal
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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

rustic heath
scenic ocean
scenic ocean
scenic ocean
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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

scenic ocean
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So nothing Sponge can help with, that has to be fixed on the mod dev's side.

scenic ocean
scenic ocean
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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.```
smoky mural
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Would this conflict with VR or no?

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just curious

scenic ocean
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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.

misty panther
# true pulsar fair. Also, voidcat is dependant on an *older* version of the mod

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. ^^;;

honest shoal
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Does sponge override a mod that does the same thing, such as toggle bloom?

warm solstice
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Why would you use a mod that does the same thing

honest shoal
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Well FixCameraResolution is the most up-to-date mod that lets you disable the visor but it also has other settings

scenic ocean
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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.

true pulsar
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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

scenic ocean
honest shoal
#

Ah no worries I found the problem :) Sorry to waste your time

scenic ocean
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No worries, sorry I missed your question until now

knotty cove
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Lethal sponge 1.1.6 had a glitch where it throws me around the ship once I load up the lobby and doesn’t let me move

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1.1.7 fixed that

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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

unreal crane
#

@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

scenic ocean
scenic ocean
dim lodge
#

I also experienced the same issue on my end

scenic ocean
celest lintel
#

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

shy bison
#

I had a friend fall through the ship floor on baykal as the ship was leaving

#

Have no clue what caused it lol

dim lodge
#

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.

dim lodge
scenic ocean
#

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...

misty panther
misty panther
#

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.

sullen wren
#

is this mod stable, or still wip

west vessel
sullen wren
#

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

pale narwhal
#

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

uncut slate
#

@scenic ocean is lethal performance compatible with this mod, they both have a reflection atlas config

scenic ocean
scenic ocean
pale narwhal
#

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

scenic ocean
#

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.

sacred rain
#

Is there any incompatibilities with other performance mods?

tidal lagoon
#

Should be fine, as far as I'm aware, my pack runs sponge and most others at once

neat light
#

maybe if you were more aware πŸ˜”

tidal lagoon
#

Omniscience remains forever outside my grasp, much to my chagrin

neat light
#

U can't use words like chagrin and claim you're not omniscient

tidal lagoon
#

I have become one with the akashic records! MY WILL IS ABSOLUTE!

#

You piece of ARKS trash!

stray grove
#

Lmfao

tidal lagoon
#

gotta say I never expected to see someone else in the wild reference luther

#

made my day

timber lark
#

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

strong lion
timber lark
#

i just turned it off gonna test tonight if the boys get on

strong lion
#

it helped a few other people, will probably help you too

timber lark
#

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

honest shoal
#

Mirage has a shit ton of dependencies it also has to install/enable

strong lion
#

i use it with sponge and havent had any audio issues

timber lark
#

just speculating but im going to try the dedupping fix first

strong lion
#

it's probably still deduping, if i had to guess mirage just makes the deduping issue more apparent

misty panther
burnt belfry
#

Thankfully you can at least remove the config library

lean wave
#

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

strong lion
#

turned into gravel

#

thats just shader right, no deduping

lean wave
#

yeah

#

im pretty sure this is due to the threshold for outlines,

#

maybe i could do some testing and make a PR πŸ€”

#

if the shader is on github

strong lion
#

maybe? i had a quick look and it might be in rendering

#

but idk if thats the thing ur looking for

scenic ocean
#

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.

placid surge
#

could someone suggest many performance mods i could combine with this?

worn roost
placid surge
#

alright thanks

rotund pelican
#

needed more ram and vram with this and had lower fps. dont know why... but it is that way 😦

oak quartz
scenic ocean
#

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).```
lean wave
#

am i just following wrong

#

is that like not a performance concern (trees?)

scenic ocean
#

It removes the second LOD level from the automatically generated scrap LODs.
Sponge never touches existing LODs.

lean wave
#

Oh I see

#

I misunderstood

scenic ocean
#

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.

foggy void
#

@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

lean wave
# foggy void 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

foggy void
lean wave
#

like even just little things like the details on the luigi hat for example look a lot grittier with sponge

#

yeah me too

tranquil lake
#

Bootycheeks is certainly a term LMAO

foggy void
#

I don't like Posterization anymore after working in Unity

#

I hate how it nukes some materials

#

😭

tranquil lake
#

It makes LC look pretty tho,,

foggy void
#

Debatable

tranquil lake
#

LC looks kinda ass without it

lean wave
#

I kinda like the posterization I just dont like how it looks w sponges drop in replacement shader

tranquil lake
#

Loses a lot of its artstyle too

lean wave
#

to me the game without posterization/outlines/resolution/etc just kinda looks like a mobile game and its kinda meh

foggy void
#

I just wish the Vanilla one wasn't so performance hitting

#

Why is the Vanilla one so expensive?

#

πŸ€”

tranquil lake
#

Probably because Zeek used it out of the box and kept it as is

#

Idk anything about Unity, so this is just a guess

foggy void
lean wave
#

i have no idea how it truly functions

tranquil lake
#

This is how it functions

worn roost
#

probably that's why

foggy void
#

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

worn roost
#

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

neat light
#

Thats my favourite plan

#

Plane

#

I'd get it more time if I could

lean wave
#

what is that

honest shoal
#

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. feelslilyman

neat light
# lean wave what is that

that's the plane that makes fog thicker or smthn, zaggy explained a while ago what it did but i forgor

lean wave
#

?

#

surely it must be something else

#

that doesnt rlly make sense to me

neat light
#

it's the transparent plane that renders volumetrics again over everything in vanilla greed

#

this is how things look without it

worn roost
#

that plane is used for drawing helmet condensation

neat light
#

icic

sudden abyss
#

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

scenic ocean
#

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.

scenic ocean
# foggy void This is Sponge

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.

pale narwhal
#

maybe i am misremembering but i thought there was something weird happening

#

where it like, applies outlines based on the illumination instead of color

scenic ocean
#

I've tried a few things, different color spaces and illumination/saturation

pale narwhal
#

which would make sense if it is outlining shiny highlights but not doing the same to snow

scenic ocean
#

nothing matches up quite the same

pale narwhal
#

i just remember lethal doing something funky to illumination

pale narwhal
#

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

scenic ocean
#

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

lean wave
#

how

#

????

scenic ocean
#

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.

#

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.

foggy void
#

It seems like the legacy shader is a bit better on materials

foggy void
#

@lean wave Seems like the legacy one might be in a better state currently potentially

lean wave
#

I just use the vanilla one, it runs fine for me

rustic heath
#

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.

glossy garden
#

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?

glossy garden
rustic heath
#

(and it's kinda needed for my modpack :,])

glossy garden
#

the thing is it never froze for me in singleplayer, only in multiplayer

#

and it only did this on darmuhs mod terminal

pale narwhal
#

if you disable patchCameraScript in the sponge settings then sponge shouldn't be affecting it anymore

glossy garden
pale narwhal
#

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

rustic heath
glossy garden
#

i dunno ive never seen it happen outside of darmuhs mod

pale narwhal
#

it's not extremely frequent in my case

rustic heath
pale narwhal
#

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

glossy garden
#

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

glossy garden
rustic heath
#

and these settings where blessings for some low-end device friends

glossy garden
#

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

supple fractal
#

Reduces the resolution from 1440p down to 900p? What? The game is 520p by default.

supple fractal
glossy garden
#

just causes too many bugs with custom models

loud remnant
#

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

west vessel
loud remnant
#

I'll check that later as I'm fixing my modpack a bit

misty panther
#

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

strong lion
#

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

misty panther
#

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?

strong lion
#

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

misty panther
#

Ah well. Seems like an easy fix, if the name is known.

oak quartz
#

What vsync level would yall reccomend

smoky mural
oak quartz
smoky mural
#

too bad

oak quartz
smoky mural
#

MID!!??

oak quartz
# smoky mural WHAT

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)

smoky mural
#

Thats insane

oak quartz
#

also having bad combat really doesnt help

#

if your non combat game has bad combat then dont put comabt sections in the game 😭

strong lion
oak quartz
strong lion
#

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

lean wave
#

its always better to cap framerate with an extra 10-20 fps of headroom than to use vsync

oak quartz
lean wave
#

so yes all it does is cap framerate

#

it fixes screen tearing as a side effect

oak quartz
lean wave
#

oh

#

weird

oak quartz
#

bc ive had non capped frames

#

but it depends on the game

pale narwhal
#

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

strong lion
#

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

reef crystal
sudden abyss
#

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

pale narwhal
sudden abyss
#

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

pale narwhal
#

idk ive never had to deal with tearing with adaptive

#

not that it's ideal

burnt belfry
foggy void
#

So idk if that applies to Lethal Company tbh

lean wave
#

It does

#

all it is doing is capping your framerate

#

anything else is placebo

foggy void
#

I just noticed the game feels more hitchy with it off

#

Idk

lean wave
#

playing at an uncapped framerate will result in that ya

foggy void
#

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

lean wave
#

bc its not at a constant rate

foggy void
#

To avoid screen tearing

lean wave
#

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

pale narwhal
#

idk

foggy void
#

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

worn roost
#

for some reason lethal unity version is kinda broken

#

and doesn't detect dx11 time drift

foggy void
#

That's probably why yeah

#

I think Nvidia can't cap it properly

#

for some reason

#

cus it works with other games

worn roost
#

yeah

#

and then unity will use that vsync time and think it is correct

#

causing micro stutters

lean wave
#

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

strong lion
#

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

pale narwhal
#

@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

scenic ocean
#

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 πŸ‘

pale narwhal
#

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

tepid chasm
#

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

supple fractal
supple fractal
supple fractal
foggy void
#

I still find Unity games just perform best with VSync for whatever reason

#

It's only Unity games too

supple fractal
#

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.

versed thorn
#

@scenic ocean I've just noticed your FPS limiter on monitors fail to apply all of a sudden, unsure why.

scenic ocean
versed thorn
#

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

foggy void
#

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

versed thorn
#

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.

foggy void
#

That will happen unfortunately, GI isn't actively maintained and touches a lot so it's easy for conflicts to happen

versed thorn
#

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.

foggy void
#

Always a possibility

versed thorn
#

GI is too good to cull, I have to just suffer these minor aberrations Doomed_Guy

gritty palm
#

@scenic ocean this needs rebuilding on v70 btw since it currently causes errors for AddChatMessage

foggy void
#

That was BetterSprayPaint

#

Unless this does too

gritty palm
#

this does too

#
at HUDManager.AddTextToChatOnServer (System.String chatMessage, System.Int32 playerId) [0x00027] in <2c456ed6dfdb487e8d590e727415cb6f>:IL_0027```
foggy void
#

Got you

#

Yeah I couldn't repro it after removing BetterSprayPaint for some reason

gritty palm
#

i also dont have BetterSprayPaint and disabling this fixes the error so πŸ€·β€β™‚οΈ

foggy void
#

Got ya

#

I wonder if it's some config setting I tweaked then idk

uncut slate
#

Does the mod work in v70

somber pollen
#

Does this mod work in v700?

serene kelp
#

Does this mod work in v777?

neat light
#

Does this mod work in repo?

shell notch
#

Does this mod wash the dishes?

faint zodiac
#

does this mod work in mod?

uncut slate
scenic ocean
#

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.

pale narwhal
#

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)

narrow falcon
#

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

warm solstice
#

you can make it less dark

uncut slate
#

@scenic ocean This mod breaks the ships monitor special effect

#

the scan effect on the ships monitor disapears when installing this mod

pale narwhal
#

you should be able to disable map camera quality overrides

#

to fix that

pale narwhal
#

it's a config setting

uncut slate
#

where

pale narwhal
#

for lethal sponge

uncut slate
#

whats it called

pale narwhal
#

wow that line is like crazy straight

#

anyways

uncut slate
#

oh

scenic ocean
#

Yeah, you can toggle Apply map camera quality overrides in Cameras for Sponge settings to re-enable all quality settings for the radar

pale narwhal
#

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

scenic ocean
#

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.

pale narwhal
#

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

scenic ocean
#

That's good, should be a bit of a step up

pale narwhal
#

primarily to fix the weird look they had when you were using flashlights and such, but it should also be a little performance boost

scenic ocean
#

Not as performant as a true 2d map that avoids using an extra camera, but should be better

pale narwhal
#

yeah

foggy void
#

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

scenic ocean
#

There's a good chance I need to recheck how the frame rate limits are being applied with the radar changes.

foggy void
#

Yeah, if anything it may not be needed anymore

scenic ocean
#

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

balmy spire
#

Hey, after updating to v70 the screen became more green

#

this is on fresh profile with only Sponge installed, default settings

faint zodiac
#

v70 the green update

mighty rapids
#

the birth of greevil

uncut slate
#

@scenic ocean

Do you know what sponge setting causes some lines to look blurry, specifically the one on the terminal.

#

with your mod ^

#

Vanilla ^

uncut slate
scenic ocean
#

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"?

faint zodiac
#

sometimes the screen gets a blur effect in proximity to things

#

is it that?

#

hmm

uncut slate
#

I was thinking it might be the thing where it makes complex meshes more simple, but I did not have time to test

scenic ocean
#

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.

scenic ocean
#

Yeah it's the Textures -> Resize Textures config

uncut slate
steep bison
#

to me that looks like low quality shadows

uncut slate
#

but I need to figure out which part is causing

steep bison
#

could be the shadows since sponge by default changes it from 2048 to 256

uncut slate
#

let me test

scenic ocean
#

interesting, I suppose there's a shadow there
It looked like a UI element, but I suppose those might still cast shadows too

strong lion
#

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?

foggy void
#

idk if it can be fixed

bleak geyser
#

It has two version server-side and client-side

strong lion
#

i have both nightvisionconfig and full darkness

foggy void
bleak geyser
#

Im talking about true darkness. Full darkness is only client side

foggy void
#

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?

strong lion
#

no

foggy void
strong lion
#

neither were working when i did mp testing before

foggy void
#

Removing them both fixed it

strong lion
#

do you have anything that touches voting in particular

foggy void
#

Nope

strong lion
#

like custom host voting power etc

foggy void
#

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

strong lion
#

its probably daily quota more likely

foggy void
#

Prob

strong lion
#

actually speaking of entrance blocker

#

got some really bad lag during loading and this was what printed

foggy void
#

Eesh

#

Probably didn't play well with a moon/interior

strong lion
#

on incalescence rn

#

dont know what interior yet

#

vehicle hangar

strong lion
foggy void
#

Nah I just pulled them both and was done with it

#

lol

faint zodiac
#

oh, fair ai

#

id ignore that

#

fair ai is probably screwing something up

mellow osprey
#

The last fairAI version is a bit bug

#

I downgraded a version till they fix it

mellow osprey
#

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

bleak geyser
#

I use lethalsponge and i dont have this problem

mellow osprey
#

maybe is a generalImprovements incompat?

supple fractal
#

Nope.

mellow osprey
supple fractal
#

I do.

mellow osprey
#

does it work for you

supple fractal
#

Yes. As I said before.

mellow osprey
#

ohh so the nope was just a way of denying the bug, not the incompat

#

i guess its a mod in my modpack then

bleak geyser
mellow osprey
#

you need to only look at the small screen

#

not have the big one visible

bleak geyser
mellow osprey
#

ok yeah then i guess its my modpack

#

Thank you for letting me know

shy bison
#

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

pale narwhal
#

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

shy bison
#

It's hard for me to notice it though.

pale narwhal
#

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

shy bison
#

I'll just try to see the difference on my own if I can

rustic heath
#

Hello!
Is there a recommended config?
Or I should just leave it by default?

bleak geyser
#

If you wanna see far away with exterior cam you can change to 150 value.

mellow osprey
#

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

shy bison
#

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?

pale narwhal
shy bison
#

thank you!

supple fractal
#

Does Preserve surface curvature affect landing loading speed?

supple fractal
#

Wish Posterization and Outline toggles were separated.

sharp jackal
#

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

supple fractal
#

Well, it's off by default.

vital geyser
#

@scenic ocean

This mod does some weird stuff to my TakeyPlush mod.

  1. This mod changes how my plushies look and they don't look good like that.
  2. 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

foggy void
#

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

vital geyser
#

My guess is that since the props are separate MeshRenderers, they get disabled somehow

foggy void
vital geyser
#

I can do a test and see if that changes anything

foggy void
#

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

vital geyser
foggy void
#

cus the mod is client sided

neat light
foggy void
neat light
#

again, not what that does

foggy void
#

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

scenic ocean
vital geyser
vital geyser
#

@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

foggy void
#

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

vital geyser
scenic ocean
#

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.

neat light
scenic ocean
#

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.

neat light
#

Ooh icic

elfin yacht
#

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

honest tree
#

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

elfin yacht
#

hmmmmmm

#

i don't think it's a compatibility issue

#

so turns out it's just a plain ass vanilla thing

honest tree
#

oh my god yeah wait i've never noticed it either LOL wtf

elfin yacht
#

then instead this is now a request for larger cull distance options

#

unless im stupid

honest tree
#

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

elfin yacht
#

im on thunderstore mod manager </3

#

ok i think i get it now

elfin yacht
#

seems to only effect items and scrap

elfin yacht
#

been using thunderstore the whole time

tepid chasm
#

gale or r2modman ar miles better in any way possible

tepid chasm
tepid chasm
#

thunderstore can sometimes cause issues

#

with mods

elfin yacht
#

can that be said with r2mod man?

tepid chasm
#

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

elfin yacht
#

fuck me

tepid chasm
#

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

elfin yacht
#

can i easily transfer my mod pack to gale.............. cat_silly

tepid chasm
#

yes

elfin yacht
#

does it keep all the same settings i had.................

tepid chasm
#

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

elfin yacht
#

HOW HAS NO ONE EVER TOLD ME THIS

#

only problem is

#

most of my friends use thunderstore

#

and idk how'd that go down

tepid chasm
#

force them to change

elfin yacht
tepid chasm
#

nothing will happen

#

both use the same thunderstore servers

#

so its just the manager that changes

#

same codes

#

same everything

#

but better

elfin yacht
#

ooooooooooooooooooooooh

tepid chasm
#

eons better

sharp jackal
elfin yacht
#

why was thunderstore even a thing if gale exists

sharp jackal
#

Also, Gale is way faster than thunderstore

#

Flex on them until they switch

tepid chasm
#

gale was made out of hatred for thunderstore hehehe

#

-# nah idk, but it sure does feel like haha

elfin yacht
#

does gale have like a simple

#

ui

tepid chasm
#

yes

elfin yacht
#

by chance

sharp jackal
#

Yes

tepid chasm
#

ofc

elfin yacht
#

like as simple as thunderstores...

#

like in the config options

tepid chasm
#

its literally thunderstore but better in every single way

tepid chasm
#

please change

#

your mind will blow up

elfin yacht
tepid chasm
#

this is gale propaganda hehehe

elfin yacht
#

will it force me to use fucking overwolf