#Lethal Sponge
1 messages · Page 6 of 1
I think disabling posterization AND the optimize shader would help but holy hell it looks like poop
mkay well if its not a huge difference it can stay on
if you had to do this
which options would you change for the most impact
I turn off bloom and motion blur
id at least try it, they should ease the load
aighty
they can effect fps and you wont really notice they are gone
visually a lot easier to notice
but then again i dont think lethal has ANY crazy reflections
Post processing does cost some performance, so turning off motion blur, dof, reflections, etc will help in extreme cases.
The Sponge Custom shader is much faster than vanilla's but running a shader will always be slower than just not running a shader, so if you really need the boost I'd turn that off too.
I'd try the default sponge settings first, then look into things like lowering shadow resolution in Sponge/Graphics Quality, disabling dof/motion blur/bloom/shadows/reflections in Sponge/Rendering, and disabling the custom shader in Sponge/Rendering as needed.
Just using the new shader + sponge's other defaults helped a few of my friends go from 30 -> 60fps, so hopefully that's all that's needed.
personally i dont even notice motion blur in lethal company
and i just actually hate depth of field
the goat scoops dropping the knowledge
so even on my "vanilla" profile i like to toggle those two off
Me neither. I run motion blur and dof off as a personal preference as well
never been a dof fan
reminded me I gotta turn off DOF
bloom, shadows, and reflections will probably have more of an impact on visuals though
isn't it most pronounced when you have the fear effect?
I despise bloom as well
I also don't even notice it half the time, though
is it? i've seriously never noticed
Well i was asking you hehehe, i don't quite remember
i like motion blur, so i'm not "opposed" to it at all, but if im not even noticing it in the game, i figured it was basically just a couple free fps
to disable
i didnt think there was motion blur in base lethal
but I've had my game freeze right as i'm turning around while the fear effect is active and I can see some motion blur
i thought dopa had to manually turn that on
maybe it's just extremely extremely subtle
I'm not sure it's used at all, at the very least the Motion Blur feature was active on the player camera when I had checked originally
so sponge offers to remove the feature to save a post processing pass
makes sense
oh also out of curiousity, whats the next step from here?
like what're ya working on, more lethal sponge stuff?
Hard to say, I'm waiting for a moment to make sure the latest patch has no more noticable issues, but I'm hoping visuals-wise everything is good.
I want to check backwards compatibility options like I mentioned above, and I also want to look into a masking system so that certain models can be excluded from the shader
also I said nothing cuz i was away but congratulations Scoops! I saw zeeks was looking into re-doing the shader and felt soo bad cuz you'd just released your update. DID NOT EXPECT THIS AT ALL but I am so happy for you, totally deserved :D
Thanks! It's crazy that all that reverse engineering I did will actually be able to help the base game. I'm super happy.
she mentioned it before, but in case zeekerss decided to alter the appearance of the game in the next patch, sponge would've still kept the option to restore the "original aesthetic" via the v1.3 shader
and IMO even that would have been enough to cement it as a permanent keepsake for me
not to say it getting merged into vanilla isn't an even better reality though
that is genuinely super cool
it really is, i hope this spells more collaboration in the future between zeekerss and the modding community
at least I hope he looks at the fix mods XD
for stuff unreleated to mods causing issues ofc
he can do whatever he wants atp I'm just happy about the performance boost
totally
i cant lie
at least for some of em, though I do still like the jank
i would still really love to see more community interaction, especially for integration of community bug fixes and such
if i could one day deprecate my entire thunderstore catalog i wouldnt even be mad
yep, just general engagement itself would make me a lot happier
(although i anticipate butteryfixes and butterybalance are never going to go away)
but as far as things go
if the "only thing to come from this" is vanilla integration of lethalsponge's shader, that's still a major optimization that's going to help everybody who plays this game going forward
if anything was going to get vanilla's blessing i would want it to be a major optimization mod
it would be, it just worries me that people will start to pester him much more often
some people cannoooot behave
totally agree lol
yeah idk
i feel like he has to be aware, at this point, that there is interest in the community, with how often it gets brought up
even if he did interact idk really what that would entail, so I've never shown much interest in it (despite me being a huge fan and trying really hard to make stuff that fits his specific style)
so i think it is probably an intentional decision on his behalf to "stay mostly out of it" and not just a failure in communication
but that's just me not really thinking about it too hard
and that makes me a bit sad, but it is what it is. i still love the game and will support it until it's pried from my cold dead hands
i'd prefer not to speculate- but yeah that's probably it
Yeah, and he's stated before in patch notes (I think) and Patreon that he does not appreciate that bitterness that comes from the community
might be a crazy take but i'd just love to talk to the guy that i've modded the game for nearly 2 years
ngl its prob for the best
So hopefully if cooperation thing turns out to be true it all goes well
he was in his server's public vc when his new game came out
prolly coulda done it there 😼
i still report most of the problems i come across in his discord server, and every so often he adopts some of those fixes into vanilla, so he's at least pretty good about checking his bug reporting channel when he's preparing new patches
||im being annoying dw||
we aren't living in the dark ages at least
I even got this clip out of it
okay good cuz i was about to say that would be so rude if i did that 😭
LOL
comes into vc the night of wttdp's launch to talk about lc
the modding community at least seems much more generally chill. but I can't say that people won't be toxic
I know most mod devs (currently active) would behave, at the very least
it more chill now bc its slowed down lol
the chill people stayed
well mostly
regarding this it'd be pretty fucking cool if stuff like asyncloggers and pathfindinglagfix became basegame but i think that might be a harder sell
the unity update completely bricked PLF and even for a couple weeks after its v73 patch, there was an inconsistently reproducible crash that took some time to solve
yea
isnt async loggers like modding specific though or is it a unity game thing to have a console with logs?
im actually like unaware about this stuff despite making some games lol
maybe asyncloggers only impacts bepinex loggers but i thought it affected unity's default debug logger too
@warped lodge i am curious about this^ lol
oh yeah and cant forget cullfactory
cullfactory would be nice
not to toot my own horn too but rexuvination would be a clean 0 effect performance upgrade, though it probably wouldnt be super noticeable unless its like eclipsed and shi, and honestly if along with that he changed up audioreverbtriggers to fix their issue of being ontriggerstay's that would actually help
would be nice to some extent but it does mess with some mods, so idk if I'd love that
They should add hatsune miku skin to vanilla it fits fr fr 
lol
some interiors have to be blacklisted w cullfac, poltergeist barely works with it (almost everything inside is invisible)
said it in the biod thread ill say it again
lcAPI integration

make it happen devs
physicsapi
its only like that if you are far away
if you care flying thru the rooms it renders fine
nah, lethalexpansion
game crashes at all times
no game
So I didn't do extensive testing, but I was able to load the current version of Sponge (1.3.3) in Lethal Company v72 with no issues, and it looked fine. So it may just work on older versions (using default settings). Let me know if you notice any problems running on earlier LC versions and I'll see what I can do.
ye for the poltergeist stuff it is like that, but it's kinda jank anyway
sounds awesome 👍 HQHQ supports versions down to v40 so i'll check out some older ones later
V1 affected both, but had a lot of issues in doing so
V2 only affects BepInEx natively but has the option to convert any call to unity Logs into BepInEx ones ( LogWrapping )
sadly AsyncLoggers would require to modify unity itself to archive the same results and basegame can't do so
same for PathfinindLagFix, tho in this case a good portion of the fixes could indeed be done by basegame
Pathfindinglagfix was the first mod i thought Zeekers should see after I see him here.
I mean he made the original one obsolete back in the day
(really early versions, before stuff like pathfindinglib)
it was a much simpler mod back then
well i've just rolled back the chat a bit. Congrats Scoops 🎉
They should add wesleys moons to vanilla hehe
they should add blue to vanilla
Maybe give the game an extra few gigabytes
Not saying it’s likely but I think outside of some smaller stuff as exceptions the only way i imagine this happening is if he bit the bullet and hired a programmer
yes
don't forget orange and the work in progress lobotomy weathers
true
ill get it done someday
right now ive decided to do something else silly…
tell me
is it the rock goblins you told me about
Wh… what
i have no recollection of this and thats saying alot because i am a goblin
is it the viscous crumplings you told me about
zeekers??
zeeky zeenklers
zeekler
maybe if i whisper his name he will come back
zeekler… hey zeekler… we love you zeekler
❤️
zeekler: Hi
-# hey zeek zeeky zeekers zeeklers, come here zeeky zeek, we got u some foods to eat
I wish 😔
Cheese 😭
do you think he likes cheddar
@zeekler do you like cheddar cheese
definitely a mozzarella kind of guy
its super good
we need his opinion but I'm scared
to @ him
he's going to ban me from lethal company
I mean I think thats what most reasonable people expect
what type of cheese are you
a stinky one
full legal name}
my name in real life is Lunar Confignits
and the icon is your address
cheeseland
sun sorry
Okay I don't think scoops wants this to be general 2.0 yall, you've had your fun but probably should leave this thread to be about the mod itself now
ok mom
sorry scoops, sometimes you start a conversation and it just goes on and on hehe
you meant 3.0?
bc wes is already 2.0

nah 5.0, 3.0 is gen and 4.0 is CR hehehe
beanie is 1.5, it used to be more active
well 5.0 it is
i wanted to say this like 20 minutes ago but I couldn't be assed lmao
why are we all becoming nits
Im a nit
@tepid chasm go back to cheesenits
we need more nits
ive infected you all with the nits virus
liminits housenits
So, are dop and motion blur not used in the game? can i turn off?
I am also a nits
DoF is used in game, you can notice it most while inspecting items (like the clipboard). I don't like the effect so I personally always turn it off to save a frame or two.
Motion Blur might be used in game? If it is it's very subtle. Probably free to turn off for a little gain and no visual loss.
zeekers mostly added the DOF just to blur the edges of the visor... Which is a really weird approach, as he could have just done that with textures I reckon
Yeah he was in here last night
The Sponge shader is now in the game natively whenever the next update for the game drops
Truly peak
No fucking way
that is
AMAZING
Dude I actually am so fucking excited
Omg what to even say

I have so much on my mind right now
Im such a massive mega fan of Lethal Company like genuinely amazing game, peak game, fantastic game, best GAME EVER
I think you might be overreacting just a little 
But yeah we're super happy for Scoops and excited for the next update too
BWHDYEHWIUS
WHAAAT
Overreacting!?

Oh yeah I agree lol
Lethal literally topped minecraft in my number 1 favorite video game of all time
something I NEVER thought was possible
but Zeekerss made
such perfection
it wiped the FLOOR with it
It is a pretty amazing game yeah
I don't think I could ever say the game tops Minecraft since they are both 2 completely different genres
But it is one of our favorite games, it's why we still play Lethal as often as we do
I would say it's more realistic to compare it to a game like REPO in which case yeah Lethal is better by miles, I did have my fun with the REPO update but the game still kinda falls off and stops being fun at level 6 and onwards for me and my community. Lethal never really grows boring for us but REPO does and it's because REPO does not have as good of a foundation as Lethal does tbh
Minecraft has soured for me bc of mojang and mc modpacks being harder to put together
I love MC
but dam is it hard to dedicate time too sometimes lol
Like REPO's update was cool but after playing 2 sessions of it in just the past 2 weeks I'm already kinda REPO'd out and done with the game
I didnt really pick it up bc I didnt really need another mp game about collecting stuff
100%
Its like
Yes REPO, Peak and Content Warning is fun
it cannot even compete with Lethal
id struggle to call CW fun
It's really goofy and can be really fun but it's fun dies off after the earlier levels. At level 6 the maps suddenly become way too big with 4 extractions and because there is nothing to make it interesting like side objectives and stuff you grow bored
I played it
Content Warning was awful
It is actually kinda funny
Peak is fun though
THANK YOU
I played Content Warning it did not do it for me at all
it was funny for like an hour
The reason Peak is good is cus it wasn't a meme game
Landfall's actual games are good
Lunxara
I guess you could say
it was pretty
P e a k

And then the entire chat died cuz I was so unfunny
show gametime
(I'm joking but also curious)
:(
professional hater
I wouldn't say I hate the game, I never had a bad time with it we just found ourselves really bored when we played it and we also ran into a bug where the footage wouldn't play and such. I don't hate the game it just wasn't fun tbh
I got the game for free cus it was a meme April Fool's game, I've no reason to hate it cus I didn't enjoy it I didn't spend any money on it
lol
The only reason I'd end up hating it is if I spent like 20 dollars on it or smth cus in that case the game would have basically been a scam
general 5.0
No idea what this means
But yeah typically if I say I dislike things I don't hate them, I just thought Content Warning was super boring and uninteresting
There doth be yap in here as if it were a general chat, but it is sponge 
-# (Even though it started way before he showed up, but I approve of the scapegoating
)

Lmao true it started cus Fedora got all excited but tbh it's gonna be like that

Zeekerss showing up last night was hype

we used to pray for this
go to general you conversation junkies
you too goober
Did you General my General on a General yet?

I'm sorry I am full of brain rot responses
Dude honestly
if Zeekerss made merch
I'd work my way to buying each one of everything he made
(I'll probably just switch it to a 2048x2048 texture instead of being rather long lmao, but I gotta change how I'm handling it)
Huh... Are you just using the texture as a spritesheet, like with a Texture Sheet Animation component?
So you see that's probably what I shoulda done 
I think sponge would have incorrectly caught that too. I hadn't considered sprite sheets/texture strips that would go over 2k pixels.
Yeah no I don't blame you, it's a funny edge case lmao
It's a shader that just scrolls through towards a direction, which I control with this: https://github.com/pacoito123/LC_itolib/blob/main/itolib/Behaviours/Materials/MaterialScroller.cs
Component's a bit goofy though tbh, the only thing I'm using it for is that portal specifically 
For texture animation I think that makes sense. Unfortunately it's not a specific filetype I can just exclude, that looks like a standard texture.
I do realize now that I don't have a config for excluding certain textures from resizing. I can add that next patch.
Yee no rush, I'll probably just fix it on my end by doing this
Starting more extensive testing now with v69. The mod prevents the game from starting normally, the standing up animation at the start of a game doesnt play and pulling the lever at the end of the day does not work. Related errors:
Stack trace:
(wrapper dynamic-method) HUDManager.DMD<HUDManager::AddTextToChatOnServer>(HUDManager,string,int)
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::ConnectClientToPlayerObject>(GameNetcodeStuff.PlayerControllerB)
GameNetcodeStuff.PlayerControllerB.Update () (at <bdf6a080e98a49fd84b92b24894f768c>:0)```
Okay, looks like the older versions used a different method for adding chat messages. I can see about making another Sponge version that has some features removed so it works on v69 and earlier.
I'm assuming the main features you'd want in a Sponge backport would be the shader and graphics options?
Just the optimized shaders really. For competitive play we wanna keep things as vanilla as possible. optimizations that keep visuals and behavior as close to vanilla as possible are more than welcome
v56 seems to error due to the modifications to the input system. Won't be a problem if you're making a version that only has the shader optimizations.
[Error : Unity Log] MissingFieldException: Field not found: bool GameNetcodeStuff.PlayerControllerB.inSpecialMenu Due to: Could not find field in class
Stack trace:
(wrapper dynamic-method) GameNetcodeStuff.PlayerControllerB.DMD<GameNetcodeStuff.PlayerControllerB::Look_performed>(GameNetcodeStuff.PlayerControllerB,UnityEngine.InputSystem.InputAction/CallbackContext)
UnityEngine.InputSystem.Utilities.DelegateHelpers.InvokeCallbacksSafe[TValue] (UnityEngine.InputSystem.Utilities.CallbackArray`1[System.Action`1[TValue]]& callbacks, TValue argument, System.String callbackName, System.Object context) (at <dbb0ce7b96144bd8bcbcb8b0d765f970>:0)
UnityEngine.InputSystem.LowLevel.<>c__DisplayClass7_0:<set_onUpdate>b__0(NativeInputUpdateType, NativeInputEventBuffer*)```
Automatic Scrap culling, and optional LOD generation. Does this apply to scrap in the ship? You can imagine lag can get pretty intense when you have well over a thousand items in the ship.
The biggest culprit of ship lag is the ship cams, so the options to disable the cams being backported would do a lot of good
The reason for this is the Internal cam renders everything a 2nd time, which adds a lot of overhead when you have things like furnitures and scraps
hmm good point. the cameras are pointless anyway
Yeah, they're purely cosmetic tbh
I'd say the External one is more useful than the Internal one, just cus you can sometimes see the ghost girl on it and such but that's really about it lol
limited framerate on the cameras like current lethalsponge does is probably the best option since it keeps the feature without tanking performance
Yeah, disabling the internal cam entirely and keeping the external cam with the limited frame rate seems like smth the High Quota community would prefer
since the Internal cam provides no benefits
speaking of content warning
#general-chat
v73 problem not Sponge
weird lol
Summit has a shader it used that got fucked and it won't be fixed unless Rosie re-exports the moon on the new Unity version
wha… custom shader?
thats how its been described to me there may be another term for it lol
for example in lighting on summit just fucking died
after v73
it looked normal befroe
no pitch black ground XD
which water?
It was already beginning to look like this in v72 (less extreme but clear demarcation between lit and unlit carpet) i guess v73 was the final nail in the coffin
yeah it was already jank
I think it's like 800 on steam but probably adds up to around 4k if I added up the other times I loaded it through development mode through gale and coding
Same
Pushed 1.3.4 to thunderstore. Small patch that just adds a new resizeTextureBlacklist config to disable resizing on specific textures if needed.
the "proper" way to do PathfindingLagFix if it were in a released game wouldn't really have this issue most likely, I don't think the navigation code changed at all
oops had to jump into a meeting, I meant to expand on this lol
basically ideally it would be implemented by source changes to the engine, but that requires a particular license unfortunately
it would probably not be too hard for me to implement that given the source, but I'd have to figure out how their C# bindings work to expose a read-write lock there to make it efficient
Okay, here's a stripped down version of Sponge. Really just the camera fixes, new shader, and graphics options. Let me know if this works better on older versions.
Works perfectly well, tested in v40 v50 v56 v69 v72. I would like to request one more change. I assume most of the playerbase playing much older versions are competitive players and changing some of the provided settings could be considered cheating. From our end it would best if most of Rendering config could be removed and Fog budget in Graphics quality be locked down to LC default.
I see config to disable motion blur and reflections. Where in the game are those used?
To be honest, I have no idea where motion blur and reflections are used in the base. They may not be, and the features are just enabled on the camera and doing nothing.
I can get another version tomorrow with the config removed and the fog locked to default.
I want more motion blur 
is the latest version of the mod stable on v72?
seemed fine when testing
thanks
So you'd like the options to disable DoF/MotionBlur/Bloom/Shadows/Reflections removed and kept at LC defaults then?
Yes and the fog setting to be kept at LC default
Okay, try this version. Rendering configs removed and fog config also removed.
Depends on what parts of the fog it's touching, but it should be. Especially if you're not using non-default sponge settings. Sponge doesn't touch the volumetric fog if you haven't changed any of the configs.
Let me know if you see it acting odd though.
thanks
Remove "Remove posterization shader" and "Use custom shader" as well then its perfect
So just always have the replacement shader enabled, then?
yeah. kinda the major point in having the mod anyway
being able to turn off the posterization shader makes it way easier to see in the dark which is a bit cheaty
Alright, those two settings are removed.
If that's all good, I can upload this to thunderstore as a separate mod, unless thunderstore isn't the best distribution method for the competitive playerbase
Alright, it's uploaded to thunderstore now: https://thunderstore.io/c/lethal-company/p/Scoops/LethalSpongeLegacy/
Let me know if there's anything else you need for it. I won't be able to support it as well as the main Lethal Sponge, but I'll do what I can.
ever since the sort of grainy-ness the shader gave to certain distant textures was apparently fixed, this mod has been so peak
one of the most impactful performance mods of all time imo
This is way better than I personally thought we could get already, thank you so much for this. It shouldn't need any type of updates since it's meant for older versions and not to keep up with the current one
@scenic ocean the custom shader breaks lighting on certain interior areas, leaving a ring of light and weirdly dark floors, left normal, right custom shader on
this happens at least in rubber rooms and habitat interiors
settings default on sponge
I don't think this is a Sponge issue, I'm pretty sure this happens without the Sponge shader too iirc it's just a bit less pronounced nothing that can be done about that cus the Sponge shader is a full screen pass
I tested by turning off the sponge shader in the config
that was the left pic
right was when I turned it on
I've played the Rubber Rooms a bunch of times without the Sponge shader and I remember seeing the floor in that right photo look just like that, the ring of light is just not as bright in Vanilla
It's not really a Sponge shader problem, it's just due to the shader being a Full Screen Pass rather than Posterization
It's not a bug
oh yeah there is always a lil but sponge turns up the contrast by a mile(it also happened in the main room just didnt get a screenshot)
I think I recall Scoops said a few edge case things like this might happen lol
it completely fucked habitat's lighting when I tried it 😛
Tbf that's more likely habitat isn't using the right HDRP setting, the game uses HDRP/Forward instead of Deferred and Unity defaults it to Deferred
either way this isnt a biiiig issue its just a minor annoyance
i swear vanilla lethal doesn't have depth of field, the only time i've ever seen it is on a modded moon
it does have depth of field
items in your hand get blurry at the corners of the screen
it's even more noticeable if you press Z to inspect
iirc
I can sue you know
AUGH HOW DID I FORGET THE FEATURE THAT MAKES MOST SCRAP WITH TEXT UNREADABLE
I'll look into this. Any difference in the shader is a bug, no matter how small at this point. For next time you can swap the shader without needing the config by typing "/sponge shader". Makes it easier to get side-by-side comparisons.
Ill do more examples in tbe morning
its very hard to see in vanilla but with sponge its incredibly obvious
if you make any major improvements let zeeky know

It just kinda has major impacts on normals
I just qoke up and i read it as "i can use you now"
Sue me if you want >:3
All of your credits gone. You will never make it to artifice. You will die this quota
wrong because ummm ummm i support cheesenits and uhhh i will now cast a spell to turn you into money
alakazibble alakazummy you are now going to transform into money
🪙 💰

Hello, Im having this error when using this mod, it's supposed to happend ?
[Error : Unity Log] Material 'Hidden/UI Default with Premultiplied Alpha (Soft Masked)' with Shader 'Hidden/UI Default with Premultiplied Alpha (Soft Masked)' doesn't have a texture property '_SoftMask'
I tested with using only the mods on the screenshot, even with mods like DiFFoZTweaks, MaskFixes or SoftMaskKiller enabled it happend 🤔
Wrong!
Why did you care about this error? Probably its from diffoztweaks that fix the softmask from vanilla interacting with other mods that are incompatible
It's not enable like I said
I tested with them to try to fix the error but it's still there, I mean if there is an error that probably an issue?
The error appear when landing the ship
Does anything happen when the error appears?
Sometime a big freeze during loading when landing but I think it happend most of the time usually, Im the only one with that error when using this mod? I guess it's the kind of error I can just ignore
That's most likely from when Sponge is crawling through material properties to find textures for resizing (or deduping if you have that enabled). Interesting that the material doesn't have a "_SoftMask" property, but the Shader must because Sponge pulls properties from the shader.
You can ignore it, the most it should be doing negatively is stopping Sponge from resizing textures. You can disable texture resize in the config to stop the error.
I'll add a try/catch there for next patch so it doesn't stop the whole process if it finds an odd material like that.
I'm assuming that this is the lighting issue?
It happens with the vanilla shader too, so it's a different sponge setting. Likely one of the shadow or light options.
I'll go through them and see which one is the problem.
Yeah, you can fix that by increasing the Shadows max resolution in Sponge/Graphics Quality.
Anything higher than Sponge's default fixes it.
Fun number while testing though. Everyone should be using CullFactory.
Without CullFactory this frame has 29465 lighting draw calls.
With CullFactory it's 3588.
Cullfactory do be a god send
Still trying to do the report of the maneater issue when using CullFactory, but it's hard
thank god
should i use lethalperfomance with this mod or nah
yes you should use both

cullfactory doesn't affect enemy behavior
they're saying maneater is invisible with cullfactory sometimes
cuz maneater is technically an item
and idk there might be a scenario where u cull it
oh
huh
first I've heard about that
I haven't looked at how it interacts with the maneater item though, I don't even know if it collects its renderers
ive 'seen' the invisible maneater a few times also
Just pushed up 1.3.5 to thunderstore with that try/catch added. Sponge will now log what texture property caused an issue, then skip it and continue.
I am using an RTX 4090, and the mod's current default settings are too low for my specs, so I want to adjust them. Is there a guide for adjusting the options? Also, I would like to create several option presets based on different user computer specs.
All of the configs should state in the description what the Lethal Company defaults would be, so you can turn anything that's too low for your taste back up to the default value.
Presets aren't a thing yet, but if you use something like R2Modman or Gale then the configs will be saved separately per mod profile, which can basically be used like saving presets.
Yes. But it would be really great if it had presets ranging from Low to Ultra like other games' graphics options, allowing you to configure it with just one line in the cfg file (ex:preset = ultra, preset = default).
Well, Sponge is really only focused on performance improvements, so none of the options allow you to increase anything over what Vanilla LC is set to. So it would just be "Low" to "Vanilla". There's other mods focused on increasing graphics fidelity which you can use alongside Sponge to actually go above vanilla settings (primarily resolution).
Presets for especially low spec PCs isn't a terrible idea though, something I might consider adding in a future patch, but the Sponge defaults should work on most machines without being noticeably different than Vanilla. For especially low spec PCs there's optional settings for deduping and disabling post processing, shadows, fog, and such.
Huh, it's working fine for me in Gale. It should be version 1.3.5 now.
Is that a mod manager error?
It's there now
sponge back
Scoops did you change anything of how materials are loaded?
Moresuits have a function to call materials and some of my custom stuff is a bit odd
Interesting. Material loading shouldn't be changed at all, is it just drawing the suits through other objects at all times?
Do you have a modlist I can use to test it out myself?
Oh yeah @scenic ocean Can you look into why patchCameraScript breaks the custom map in Terminal Stuff when you're on the terminal? For some reason when you're on the terminal it becomes frozen but it will behave fine when not on the terminal 🤔
Probably has to do with how it checks if the camera is "in view". I'll take a look into it.
This option is still conflicting with the CullFactory option “Disable shadow distance fading”?
Shouldn't conflict, that just determines how far away volumetric lights are visible from, and I've always run with CullFactory defaults enabled. What are you seeing that looks wrong?
Buttery and Zagstar were talking about this setting a while ago, so I thought they said that should be turned off to not cause conflict.
Ah, I see. Looks like I missed ShadowFadeDistance while setting that up, it's only affecting the lights and not the shadows.
That might explain why I was only seeing a minor performance improvement from that.
I'll need to rework it a bit and test some more, probably add two more configs for controlling shadows.
Looks like the 'conflict' with CullFactory was just the fact that the shadow and light fade distances ended up being different, so that should be an easy fix.
They're different settings, CullFactory is culling lights in other dungeon tiles I believe.
This setting is for making distant lights fade away, like on large moons.
So Sponge's setting is mainly about when you're looking out over a moon, the lights far in the distance should be disabled.
Ahhhh
Best example I have is Halation. First pic is with ChangeLightFadeDistance and second is without. In the distance in the second pic, you can barely see that the sign on the factory is still volumetrically lit.
More importantly, the first pic spends 1826 draw calls on volumetric lighting, and the second spends 4382. Adding CullFactory keeps it at ~4300 draw calls, so CullFactory isn't touching these outdoors lights.
Looks like the issue with TerminalStuff is that it's not using vanilla's displayingPersistentImage variable while showing the map on the terminal, which is what Sponge uses to check if the map is on the terminal.
I'll add a compat patch specifically for it.
Okay ^^ yeah I forget what method darmuh used idk if he uses a vanilla one or if it's his own custom one lol
It's tracked directly in the TerminalStuff Plugin class, so very easy to add compatibility for. Got the fix ready for next patch, just double checking some stuff with the shadow fade distance first.
Yippee
Just pushed 1.3.6 to thunderstore.
### [1.3.6]
* Added a compatibility patch for darmuhsTerminalStuff, so that the Map command renders correctly on the terminal while using Sponge's `Patch camera script`.
* Changed how `Change light fade distance` works, so it now also includes Shadow Fade Distance. Also ensured that Lights/Shadows can never have their distance increased over their defaults by this setting.
This should hopefully fix whatever was conflicting with CullFactory's Disable shadow distance fading.
If anyone notices it still causing issues, get a screenshot/repro steps and let me know.
oh cool
i totally forgot about that cullfactory thing, thanks for taking a look at it :)
i don't know much about shaders what are the logistics of applying sponge's shader to an image incase one were to theoretically want to create a silly image and use the shader for accuracy
Sadly the depth info is pretty important to the edge detection, so a normal image would have some issues with outlines. It's also (at the moment) tied pretty closely to Unity Fullscreen Pass macros, so it would need some reworking to make it a more generic HLSL shader.
I've considered writing a generic copy, but there's also the fact that Lethal Company's visual style is important to its identity. It feels a little odd making a generic shader that can be applied to any game/reshade to make it look "just like Lethal Company". I don't think it's necessarily wrong, but I'm not sure I want to be the one to hand that to people looking to make easy copies. I've already made it way easier than it was before...
Regardless, just applying to a shader to an image isn't the most straightforward thing anyway. I think there might be HLSL shader plugins for things like Photoshop? But honestly an easy hacky solution would just be to use a mod to get the image into Lethal Company and take a screenshot. Or pull the Fullscreen Pass shader and class from Sponge's github and make a new unity project for it and just screenshot it in the editor.
I also experience a similar phenomenon i mentioned a while ago in here, but sunken in everyones messages at the time...
could it be shadow resolution?
I dont know whether if it is or isnt, but its distracting and immersion breaking when noticed, i usually see it at the company the most
whats urs set at
ah must be
im at 512
thats the only thing ive changed
ill try turning it down and ill lyk next time i head to company
yup
that was it
turning back down to 256 solved it for you?
@scenic ocean i plan to make interior hotloading, and part of the implementation i have planned involves me cleaning up assets after the moon scene (hence the interior) is unloaded, iirc lethal sponge runs something in the main menu to clean up any unused assets from unity, any idea what function that would be specifically?
Should be unloadunusedassets: https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Resources.UnloadUnusedAssets.html
Keeps track of objects in memory that have no more active references
So it's generally safe to run, since anything it unloads isn't being accessed by anything.
big, hopefully it doesnt chug the game when running it
I certainly wouldn't run it often, but it's asynchronous so calling it once per moon is fine. Sponge already calls it each new day in game.
good to know, thanksies
the hoarding bug doesn't seem to be in the same depth buffer that the posterization shader is applied to, this is also in vanilla so idk if it's even worth "fixing"
Won’t that be fixed with the new fullscreen™ shader?
you mean the shader from this mod? no i tested it ingame
it's not a problem with the mod, lethal just has the hoarding bug model separated from the rest and it comes in later in the renderpass after all the post processing so that's why
What the heck is that that looks so damn cool
reshade for ambient occlusion it's all white because of debug mode
Did you make it?
no it's "immerse: mxao" in the reshade installer selection and "reshade effect shader toggler" addon to apply the shader to the correct depth buffer
Looks Sick, Kinda Like That Music Video For Take On Me
lmaooo
hmm, I wonder if zeekerss will have the hoarding bug come after the final renderpass now that vanilla is going to have the custom sponge shader
the problem is that hoarding bugs are translucent so they have a different place in the renderqueue than other opaque objects
right now nothing translucent properly reflects the shader
it's why stuff like perfume bottles doesn't look completely correct
or jars of pickles
the same is true for other objects like the glass windows on doors, magnifying glasses, shower doors, etc. but because they are sheets of glass surrounded by opaque objects, it looks a bit more convincing
doesn't the hoarding bug have wings that are translucent? since the model itself im pretty sure isn't translucent itself so maybe it will be fixed by zeekerss idk
I think they are semi transparent
just in a way that you dont really notice
like a lot of bugs irl
hoarding bugs are entirely translucent yes
they actually have fully modeled organs but they dont actually display in game like zeekerss probably intended them to
that looks so fucking good
what's "Reflection atlas size" change if i increase resolution to 2048x2048 ?
would fixing something like this be possible?
i dont know enough about shaders to answer that question
it might be possible to make the post processing just apply later in the render queue but that also might cause undesirable artifacting for all i know
do you plan on letting us customize the shader in the future? for example only disable outlines while keeping the celshaded lighting (like in upturned)
that wouldn't be enough, the transparent pass objects that should have the depth edge detection applied would need to have depth write enabled
but that in turn would mean that they would block transparents that render after them with lesser depth
which could be okay for some things, maybe, but it's very tricky
it also would make it much more difficult (or impossible?) to exclude objects from the pass
excluding opaque or depth-writing objects would probably be possible with a stencil, but excluding transparents while affecting opaques behind them would be impossible afaik
oh another fun thing, the depth buffer that the pass samples is actually a copy of the depth buffer after the opaques render, so getting it to work on transparents would require hacking HDRP to do that copy again
I was doing some experiments to try and do that at some point but I don't think I ever figured it out
Question, I believe there is a option on lethal sponge that makes items dissappear if your not "this close" to them. How do I disable that?
disable the option to generate LODs for meshes
Is this mod still technically in development? Or is it complete?
I thought Zeekerss was implementing this mod’s performance capabilities in the next update
Started right here
Then heres when he put the shader into the game
So I think it’s gonna be part of v80 now
Ah, so it is likely if any other improvements were made, then they’d just be on the main branch for Lethal, huh?
the only part of this mod being added to vanilla (until further notice from zeekerss) is the screen shader
which is an extremely small portion of the changes this mod makes
it's probably the most important one and it's nice that it's coming to vanilla in v80
but every other change will still be usable even after v80 releases
im not sure if the mod is in "active development" anymore or just maintenance
but it still works in v73 and it has a pretty good feature set (although "feature complete" is not exactly clearly defined here)
iirc, zeekers is also adding some form of indoor culling, if your mod does that
Cull factory hehe
cullfactory does this and it is like a hyper optimized, developed version of the concept
while im willing to bet what zeekerss has implemented is a definite improvement over nothing, and will be a great addition for purely vanilla players, i also expect it's going to be pretty surface level in terms of implementation
and everybody using cullfactory is likely to experience better results than vanilla by just continuing to use cullfactory
(vanilla culling will probably just be disabled and overridden in a v80 update for cullfactory)
this is all just "how i feel" and could wind up being totally wrong but i do think chances are good that will be the case
its not for performance reasons (even though it might have some)
it was neccasary for the way grass is being rendered in v80
nitpicking but figured worth mentioning
changing how grass renders would partly be for performance too though, right? like to be able to place it more densely without regressing performance? (asking because I'm curious what those changes actually are, not to nitpick 😅)
This is what I'm expecting as well. From what I heard (second/third hand) it sounds like it's going to be more like the "distance" culling that CullFactory used before portal occlusion was added, so very likely to experience issues at certain distances, but I'll evaluate whenever it's available and update everyone on what exactly it does
hooopefully there won't also be distance fog to hide the transition to culled, then I would have to make an option to disable that and decide whether it ought to be on by default lol
he wanted to render a bunch of additional grass but the way he's doing it (to avoid tanking performance) caused the old renderers shader to skip the grass which made them all stick out
the fullscreen pass affects the new grass
so he's not improving performance by adding new grass, rather he is just implementing new grass in a way that is not intended to make performance super worse
and the shader change is necessary to accomodate
right
I see that as essentially the same thing, but I guess to the end user it's not lol
in games often the point of optimizations is to fit more into a frame, not to improve performance
I'd guess that's probably how zeekerss wants to use the indoor culling as well
I've been turning all the dials to see if there's any more performance benefits I can get. Now there is a basic occlusion culling in the interiors, which should help, for example, on Titan. Non-moving lights indoors now have their shadows "cached" so that the game doesn't calculate shadows for the environment every frame, just for players and creatures and scrap. Yesterday I also revamped some base creature code to make creatures less dumb, mainly in large maps or if there are ludicrous amounts of them moving around. Now that I have a beefy computer it's a bit hard to test if any of this has had a noticeable impact though, so I don't know yet.
https://www.patreon.com/posts/numerous-changes-149902986
"basic occlusion culling in the interiors"
yeah the sentiment isnt super different it's true
im not sure what "basic occlusion culling" entails exactly but it is likely not unity's static occlusion/occluder flags
You can use occlusion culling to occlude Dynamic GameObjects, but Dynamic GameObjects cannot occlude other GameObjects. If your Project generates Scene geometry at runtime, then Unity’s built-in occlusion culling is not suitable for your Project.
maybe he now uses something that dungen asset provides?
batby mentioned that possibility yeah
no i just bugged him abit to do so, dungen update is exclusively for potential performance benefits
this is not neccasarily true
it's just a different way of rendering it
it's not a unintended way and it being better or worse just depends on implementation
i dont know what you mean
he is adding new grass that wasn't there before
rendering additional grass is going to impact performance as a fact because more stuff is being rendered that wasnt there before
what he is doing (using gpu calls to draw meshes rather than introducing a bunch of new game objects) is how he intends to have a ton of grass without it impacting performance as badly
but those gpu calls were incompatible with the renderers pass shader
so the fullscreen pass became a necessity for the grass to match the visual style of everything else being rendered
i misread your comment, apologies
ok i see
that's fine
i was just confused
i believe we are on the same page then
read that as "implementating new grass in a way that is not intended, and makes performance super worse" 😭
i dont think you could've read it worse
"removing half of the games code and it doesnt run anymore"
Lmao 
hmm, that is curious, the initial message that I saw mentioning his culling didn't sound like he knew what algorithm it was using so I assumed it was more primitive than occlusion culling
I guess I don't know if DunGen ships with portal occlusion culling these days, I didn't find any mention of any built-in functionality for that
only a store asset that could supposedly do it, but that was also more basic than CullFactory in regards to light spill detection, iirc
will be interesting to see what it turns out to be
i don't think it's occlusion culling
huh
weird that he's using the term then
but I guess if you're not looking into all the algorithms culling as a general term and occlusion culling might get confused
yee
that was the initial impression I had when I saw a message he had posted about it
i think it's adjacent culling but i could be wrong
right, culling beyond a tile depth limit? that's what I was figuring at first
yee
i could be mistaken but i think i originally pitched he move to the dungen beta for the newer super cool culling options but he only moved to the latest stable
is there a public changelog for DunGen with patch notes for the beta? I'd be curious to see if they have an in depth explanation of those
nope
[Updated in Beta 2] Added a new culling camera component (DunGen > Culling > Culling Camera) to manage various types of culling
Culling can be per-camera or global (persisting the culling state regardless of camera for better performance)
Available culling strategies:
Adjacency Culling: A replacement for the old BasicRoomCullingCamera and AdjacentRoomCulling components that have now been deprecated. Culls rooms based on adjacency to the room the player is currently in
Portal Culling (New): Culls rooms based on visibility through doorways
Frustum Culling (New): Culls all renderers in a room if the room bounds are outside the camera frustum. Can offer a small performance improvement over the built-in per-renderer frustum culling. Best used for top-down games where the player camera is outside the dungeon tiles, otherwise one of the other culling strategies is likely to be more effective
this is the most
gotcha
I wouldn't necessarily expect it to be lighting-correct since they would have to make some assumptions about everything in the dungeon remaining static like CullFactory does
yeah yours is probably supreme by far
Hey, im need lil help ^^
This mod is compatible with LethalPerformance? Or both mods do same things?
-# Use Starter Pack :3
Yes they are compatible
Ty
Oh boy, update time.
My plan is to release a separate version of Lethal Sponge with all of the shader related code removed for v80+.
I'll keep the existing Sponge version up and mark it as v73 so people can use it while running older versions.
Hopefully there aren't any complications and I can get that made today/tomorrow.
i think it might be better to do it the other way
v73 as another mod
and keep updating main for newer versions
but its up to you :3
Y'know, that would make more sense
yeah, I'll upload v73 as a separate mod and the existing one will have the shader code removed
would also make the name changes easier since you cant change them
so no one has to swap mods in their profiles if they're just moving to the new version
but then the shader you made is the exact same?
I'll need to crack the game open and double check, but I believe the shader in vanilla should be identical to Sponge's existing shader
perfect!
im so happy for you scoops
having something you made be in the base game now
It's really cool! I hope it helps more people run the game well too!
Well, the v80+ LethalSponge mod is going to be a lot lighter weight.
Just did a quick check in renderdoc and it doesn't look like Zeekers made any changes to the Sponge shader.
Without the shader, Sponge still exposes graphics options that the base game doesn't, the extreme performance features like LODs and texture resizing, and there's a few other fixes in there like the input lag fix. There's also the analysis side of things, which is underbaked but I still use occasionally while setting up modlists.
Still should be good for anyone looking to get as much performance out of the game as they can.
I do like that the shader is still called 'SpongePosterizeNew' in the base game files now. Didn't even rename it for vanilla.
All I can think of saying so far is CONGRATS WITH YOUR SHADER IN THE MAIN GAME! My old laptop would be crying tears of joy getting to play a more optimized Vanilla.
But seriously, it looks REALLY good, I don’t fully understand how rendering works, but I know you made what was an overcomplicated system into a single pass, which is very cool!
he also capped the framerate of all the manualcamerarenderers i believe
in vanilla
though sponge might want to leave the setting there to change the values he chose
i suppose
Nice, so less overhead?
Oh nice, that was needed
It's been a bit since I was messing with it, but sponge was also rendering them in a particular way to avoid more overhead
So that might also still be worth it over the new vanilla change
Okay, Sponge 1.4.0 is uploaded. I tested to make sure nothing was obviously broken, but I haven't had time to do a full run. Main change on sponge's side is the shader removal, which saves like 20kb and some harmony patches 🎉 .
Please let me know (I respond best to @'s since I'm not always checking these threads while working on other projects) if anyone notices any sponge features acting odd with the new update. I'll be doing another patch at some point to add back in the option to disable the stylization effect for those who used that, and also be uploading a v73 version of sponge for people who are going to be staying on older versions.
[1.4.0]
* Sponge's Shader is now base game!
* This means that all posterization shader related code has been removed from v80+ versions of Sponge. The mod is considerably lighter now that it doesn't need an assetbundle and all of the shader code.
* This is a quick update patch to remove all of that, I'll be checking v80 more thoroughly in the future to see if other Sponge features need to be tweaked for the new version.
* The option to disable posterization will be re-added once I find out what the new custom pass is named so I can disable it cleanly.
@scenic ocean sorry for ping, but I have to ask about something (not related to the Sponge mod itself)
Do you know if the Sponge shader (which from V80 onwards is now base game) supports Single-pass instanced rendering? Asking because with the introduction of new terrain in V80, the update basically kills the VR mod. The current render method I use (multipass rendering) is not supported by the new terrain, causing it to render in only one eye. In V73 I was able to get away with patching the warning away, but in V80 the game just immediately crashes once any level with new terrain is loaded (like the new March map).
In the case that the shader does support SPI I may have to ask Zeekerss to consider shipping the game with Unity's OpenXR plugin bundled (but not enabled), in which case Unity injects support for SPI in all it's engine shaders as well (if I try to make my mod use SPI right now it'll just not render because none of the internal shaders are built with support for it). I've already tried asking before (because this also has performance benefits) however that went by unnoticed, but maybe with the fact that it would kill the VR mod it might get noticed.
So I was never able to test it myself as I don't have a VR setup anymore, but it uses UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX in the fragment shader, but I'm not sure if the Unity built in function CustomPassSampleCameraColor covers the other necessary parts of single pass.
However, since the new shader is just hooked into a custom pass in game, a mod for swapping it with a version made for single pass instanced rendering should be pretty easy if the current version doesn't.
Gotcha, I will still have to rely on Zeekerss to make a change in the game project for it to even work (because if the game is built without the OpenXR plugins, the instancing stuff in the shaders is stripped out), but knowing the shader should technically already support it (if the game is built with the plugin) is a good first step
Yeah. I believe it supports it, and if it doesn't I'd be happy to help make a version that does.
Here's to hoping that Zeekerss notices my cry for help (because the VR mod will quite literally be dead if not)
Just uploaded 1.4.1
New darmuhsTerminalStuff update was breaking with the previous compat patch, and after removing the patch it seems like it's no longer needed anyway. My terminal map/cams is rendering fine even with darmuhs and 'Patch camera script' enabled.
Let me know if anyone notices anything odd with terminal cams/map while using both mods.
### [1.4.1]
* Removed the compatibility patch for darmuhsTerminalStuff, as with the latest update it seems to no longer be needed and was causing errors.
can we use this update on v73 or nah?
probably not
use any version before 1.4.0
the update literally removed the shader for v80
tis
1.4.0 removes the shader because v80 ||added it automatically|| [minor v80 spoiler]
For V73 with darmuh's terminal stuff you can prolly just use LethalSpongeLegacy
yee i know
I know :]
I just want to make sure in case of someone else that doesn't want to get any type of spoiler lol
Yeah, if you're running v73 then switch to 1.3.6 or earlier.
For v73 and the new darmuhs I'll need to make a separate upload. Legacy should work in the meantime I think.
On 1.4.0 and .1, have been getting this issues where bodycams don't work properly when sponge is installed with default configs.
a spoiler entails content and that is a technical change that does not affect gameplay (or really visuals) at all
respectfully this isn't really correct
you're just kind of omitting info from developers incorrectly
and yea this is a bug with sponge currently
I can maybe already test this, assuming the shader files in the LethalSponge github are the same as the one currently in the game
The content can be still viewed, just have to press click, it would be omitting info if I don't even say the issue due to spoilers :]
well people are going to assume its an actual spoiler for the game and not something that changed with the underlying codebase lol
which is what i did for a bit until i played
LethalSponge being in v80 isn’t a spoiler when Zeekerss was in this channel lol
Does the Sponge shader in the actual game differ from the ones that can still be found in the github (from 5 months ago)?
I'm trying to see if it is compatible with SPI but I'm unsure if the shaders are the same (and I'm also not sure how to deal with the ReadColor/WriteColor passes when shoving them into a CustomPassVolume I believe I can just use the ReadColor pass and that should do the trick)
Seems you were correct in that some portions may not work, whatever piece of the shader does the drawing of lines on surfaces doesn't render in the other eye when using SPI. Looks like other portions of the shader look fine though, like the outline has no issues. I currently don't have a more complex scene, I should probably dump the game to a Unity project (if that's already supported in V80) for more accurate visuals.
v80 patcher did just get supported today!
https://thunderstore.io/c/lethal-company/p/TeamXiaolan/DawnLib/wiki/4097-a-unity-setup/
absolute banger
The shader in v80 should be the same as SpongePosterizeNew on the github, yeah
Interesting, I'm not sure why all of those lines are drawn on the left side.
I'd have to take a look at a renderdoc capture or the frame debugger to tell what part is going wrong in particular.
oh my goodness....
did v80 add a new debug log that fires every frame with name x, float x???
I sure hope that's removed before the beta releases...
yes, yes it did
it's because the april fools patch randomizes player voice pitch
and for some reason he added a debug.log to print that pitch every single frame
ahh, so hopefully it's only for today then... I don't remember seeing it in my short test yesterday?
he will have to make another patch after april fools is over because right now if you disable the other april fools feature (the flipped screen) it breaks the fog
the patch went live like less than 12 hours ago
11 hours ago
so if you tested before then you would've been on rev1 of v80
That makes sense, I missed that there was an update.
Well anyway, hope that gets removed
april fools stuff was rev2 (and we are technically on rev3, but it has just a single critical bugfix for ||cadavers||)
that's not gonna help performance
Okay, looks like the bodycam issue has to do with patch camera script
Makes sense, if zeekers changed how the original camera script worked.
I'll look into getting that fixed up.
In the meantime, disabling that will fix bodycams.
actually, it looks like the new camera framerate cap in vanilla is identical to the fix I was doing with sponge
So I think the fix for this is just removing the framerate cap fix from sponge then
Just uploaded 1.4.2
This should fix the bodycam issues while using patch camera script.
### [1.4.2]
* Removed the override for vanilla's radar framerate method, since vanilla now uses the same framerate cap method I was using. This also fixes bodycams not rendering with `Patch Camera Script` enabled.
I thought I sent this in this chat but accidentally sent it in the VR thread instead:
It's actually much less noticeable in a real scene.
In multipass everything works the same as it did in V73 and before
In single pass instanced I do notice some edges are softer in the right eye, but it's much less noticeable than the testing scene I had with a few smooth cubes.
Okay, that doesn't look too bad at least, hopefully means that whatever needs to be changed is pretty small.
I'll have to get a test build set up locally so I can figure out what the fix would be
I also found out that this can be tested using Unity's Mock HMD so that should mean you could test this without a VR headset
Very useful, I'll have to do that
What setting is causing light to bleed through tiles in the Manor?
The game looks really bad /w Sponge installed rn
@scenic ocean
maybe Change light fade distance
It's already at this value
turn off idk
99.9999% it's this setting yes
just turn it off and see if it helps
this setting definitely caused that problem before but i thought it got adjusted unless im mistaken
i do know it had something to do with cullfactory at one point
I would guess it's light fade distance, maybe conflicting with another mod like cullfactory?
ive seen that on facility as well
I'd have to check and see if it happens with only sponge installed to check if it's a compat error
well at least right now cull factory doesnt work with v80
zaggy is still working on the compat update
so i lean towards "it's not an incompatibility" but i suppose it's possible something else could be touching it still
Isn't Cull Factory in vanilla
not really
interior culling exists now
but cull fact is more extreme
so cull will update to override the vanilla culling
vanilla has interior culling which is "much better than nothing"
before it did have nothing
which is perfectly reasonable
but cull factory is a much more specialized version of the same concept specifically engineered for lethal company
also it uses portal culling instead of depth culling, which provides better more accurate visuals and also probably better performance in many cases
depth culling is gay
literally removes ur ability to look down ominously long hallways when they generate
and caves
at least with the vanilla implementation
I'll probably be able to update it to disable the vanilla culling tomorrow or the day after
definitely not preferable to force people to have a restricted view distance
Can you increase the draw distance with this mod? E.g. being able to see the full Titan facility outside instead of it being cut off
no but you can use cull factory for that
once it is updated for v81
you can just enable the camera plane settings
leave interior at 400 (default) and increase exterior as much as you need
Tyy
With V80 now having SPI support I can make some more example screenshots
Here's March where you can spot some more differences between left-right eye
oh gosh that's really bad :(
that must be super disorienting
what do you even do about that
At first I thought it wasn't that bad when testing it in the ship before
But damn moving around for real in that was really noticeable
Still I am surprised how much the shader still does right in SPI rendering
that sucks
I myself, not much since idk how shaders work, but sponge shader dev may look into it.
If need be I can ship a patched shader myself since I only need to update a single post processor anyways, otherwise the fix is incorporated into the base game
yea i meant on sponge's end
like i wonder if theres a way you can do the pass first and then split it into two viewports?
Also if you're assuming the different hand locations per eye then that is not wrong at all, that's how eyes work
But if you look at the trees in the distance you can see some color differences
no im not talking about that
i mean the posterization
the outlines and colors are different per eye
it shouldn't be like that
yeah okay
yeah that's right
but I'm still surprised that other things work fine like the outline portion of the shader
think even sponge dev was surprised
might just have to kill posterization realistically if playing in vr depending on how disorienting it actually is in gameplay
i never tried LC in vr
so i wouldnt know
posterization has always been fine with multipass
except for some shadow mismatches but I've worked briefly with a real game (in editor), converting that in VR, and there the shadows also were misaligned per eye (until I swapped to SPI rendering)
And that game did not have posterization so that's not even a posterization issue
i was gonna say i dont understand how it would cause shadows to misalign
but anyways
in previous versions of LCVR did the games shaders work consistently on both eyes?
is this like a new thing
i mean ofc theres some things you just cannot avoid due to depth perception
like one eye might be able to see an outline that the other cannot etc
but this looks rlly weird like the left eye almost seems to have thicker outlines on stuff in the distance
I was using Multipass rendering, so every eye was rendered once
Now I have access to SPI since Zeekerss added OpenXR plugins to the game, but shaders must explicitly have support for SPI
The game only uses Unity built in shaders (all compatible), and the single posterization shader, which technically supports SPI
since it makes use of all the macro stuff SPI requires
however a portion of the code doesn't take into account that there are two eyes
dev already speculated that some stuff may not work out of the box
so in the example images the left eye should be the correct view, and the right eye is wrong here
ohhh i see
so this is def fixable then
i figured it was the pass getting confused due to the difference in perspectives
but its way too weird looking for that
just has to be looked into on scoops' end
HDRP VR shaders are soo fun
I'm trying to convert the custom vignette shader to SPI (by stealing the one from URP) and no dice
and damn does HDRP not expose anything useful
I'm surprised unity_StereoEyeIndex is still exposed, unity_StereoScaleOffsets is not so I can't even calculate uv offsets
Yeah, fixing the shader should just be a matter of finding out what unity singlepass function is missing
I should have time to look into that within the next few days
V80 has now been officially released but that should be no biggie for the shader as I could ship it myself as well, I only have to replace a material which I can do easily via the code.
Hmm, well my old test project looks fine with SPI rendering enabled, I think? I can't see any major differences.
Time to get a v80 project set up and see what's different.
I know why
The game still only renders once
Camera -> render texture -> captured by real cam
You are watching the render result of a normal camera using a VR camera
ahh, yeah that would do it
What's your setup for main camera then? I wanna make sure I'm testing with the same setup
It basically boils down to
Disable the UICamera
And set the render texture of the main camera to none
Main camera is under the Player object somewhere
Alright, now I'm seeing the same issues, excellent
Time to figure out what's wrong
Looks like it's only the color sobel function that's different between eyes
Ah, even more specific
I think the issue is that the _ExposureTexture is not being grabbed correctly for the right eye
that seems to be the only difference
oh wow that's hilarious... the issue is that the shader was had too much XR support
HDRP's camera exposure texture doesn't support different exposures per eye, so trying to retrieve it using the XR functions means the second eye has no data
removing the XR load from the exposure texture fixes it
This version of the shader should work with SPI rendering
2 character change, just had to remove the '_X' from LOAD_TEXTURE2D in SobelOperator_Color
wow
@scenic ocean just so you're aware in case you want to fix this in Sponge, it seems that the vanilla culling doesn't cull lights that are controlled by the breaker because they are inactive by default now until the breaker state is randomized
lol
@tranquil lake
this is probably why you're noticing a regression with that
then
The Imperium Manor incident?
you were asking about the light bleeding
o
Interesting, I'll have to look into that. Thanks for the heads up
My solution for now in CullFactory is to just check the parent's activeInHierarchy instead of checking the light's
Another potential solution is to call RoundManager.TurnOnAllLights(on: true) before the culling activates. Probably also worth investigating whether the RoundManager.TurnOnAllLights(on: false) in waitForMainEntranceTeleportToSpawn() is necessary, though it's the animators' defaults that are really at issue here.
Not sure if turning the lights on will fix the issue unless the tile contents are determined the next frame, though, it depends on how the animator updates the properties
Amazing! Gonna try this out immediately.
game became dark and twisted
hmm setting shader resets all shader variables
are these values known (the _OutlineThickness, _DepthThreshold, etc variables)?
In case anyone needs them
Did setting the variables fix it?
yeah it did, we still have some weird fog/snow rendering issues on snowy moons but I don't think that's related to the posterization
I was comparing the same seed (manor seed) with/without Lethal Sponge, and it's evident that it's causing lights to pass through walls even with "Change light fade distance" turned off.
@scenic ocean the Shadows atlas size if I increase to 4096 fixes the problem even with change light fade distande turn on
omg thank you so much
I thought this was a v81 issue
Make this a default in the config at this point 🔥🔥
well pretty sure this is unintentional lol
so itll prob be fixed
Interesting, I guess the shadows are overflowing the atlas somehow?
If this started popping up with v80, I wonder if the shadow atlas defaults got changed. I'll have to check over all of those again.
I'll look into it today and see if I can figure it out.
If I can't I'll change the default to 4096. Shadow Atlas size doesn't affect performance as much as the shadows themselves anyway, it's just a small memory save.
Think I found the fix? Doing testing now
Yeah, that would do it.
Before v80 Lethal Company was not using Shadow Atlas caching, so Sponge had just been reducing the cache size to match the changed atlas sizes.
v80 seems to be using atlas caching now (good), but by default the cache is twice the size of the atlas.
I'll get a patch made so Sponge sets the atlas cache to double the selected atlas size
then 2k atlas size should work fine again and 4k won't be needed
Okay, just uploaded 1.4.3
Let me know if you continue seeing light bleeding issues.
### [1.4.3]
* Shadow Atlas changes now set the Atlas Cache to 2x the selected Atlas size, to match base game. Before v80 the cache was unused, so it was being set smaller.
thanks for this testing, btw, narrowing it down to the atlas made fixing this super quick
will this be fixed in vanilla? or is this specifically a sponge issue?
I remember seeing this same exact thing when playing vanilla v81 a couple of days ago
Sponge changes were definitely making it way worse, but I wouldn't doubt vanilla can also see it happening rarely.
There are a lot of lights in the manor, while I was testing I was seeing the atlas get full way faster there than other vanilla interiors.
We have a problem with this mod, I can't hear my friends after a while, and neither can I.
i think it was the sound caching thing? is that still on by default?
audio dedupe shouldnt be on by default
I dont change option
you might've just had a super old version of the config
OKey, i will try it, ty
it was turned on by default ages ago
I download it today
weird, can you check your configs if it is turned on?
are you using a modpack? it might've kept the configs from a super old download
well, whatever it is, turn the config off
ok, i am gonna do it, and i will send u a messange!
It is after a client disconnects?
just curious
Interesting
Thanl you! Now, i dont have this problem! you are my hero!
@tranquil lake by chance do you have deDupeAudio enabled yourself? im wondering if that could be the actual reason you are experiencing [this](#1211989201793449994 message)
I do, but why would the bug not occur when Lobby Control is disabled?
And mind you, people who have the mod installed as well aren’t affected
then you should be clear to use lobbycontrol at that point
So it’s fine server-side
The 'not hearing/being heard by other players' bug has plagued me over such a long time and so many different mods that I've given up on even trying to figure it out.
I've seen it happen vanilla, with lethal phones, with sponge, and with other mods.
What I wouldn't give to have a way to reproduce it reliably.
at this point i just assume its a bug with dissonance itself that cant be reliably fixed without ripping the whole thing out
Yeah, that's my assumption as well.
(definitely has turned me off of using dissonance in my own projects, whether that's a correct assumption or not)
though the async loading in v80 seems to trim down on how often dissonance resets happen so maybe it wont be as prevalent then
I've never had it honestly, only time was with the dedupe from sponge
I've seen some bizarre dissonance issues while playing modded lethal.
Multiple times I've had someone be muted for a whole round, then the next round they start playing all of the things they said last round.
Lmao
ive only noticed it with some friends of mine on low end hardware which ig makes sense, id assume the game just trying to load skips over something important in dissonance so it can reach a deadline for connecting
But yeah, I've been seeing this rarely since before I even started working on Sponge, so I have no idea what is the root cause. I wouldn't doubt Dedupe could be making it worse/more frequent though
The dedupe stuff in general still makes me so sad.
I run with it all enabled regardless, but it's not nearly stable enough to be a default setting and I don't think it ever can be.
In order to fix duping assetbundles would have to be loaded completely differently, which would require a massive amount of effort/rework of the modding pipeline.
Yeah same haha, it was really funny
Let me see if I can repro it
things are looking pretty dark on mine, do you have a level seed for that area?
36805385 March left fire exit
mine's looking pretty dark on 2048
Are you running other mods?
It's the graphical quality of the shadows, not the overall dark balance
So you can have lower resolution shadows, or disable shadows completely (but you probably don't want that unless it's an extreme case)
There's no sponge setting atm for ambient light level
Shit
ight
I got excited
see I made a horror modpack for my friend Eternal
and I was excited cuz I could have used this to make it creepier
yes
019d8420-65fa-0efe-0f66-9264a23d5695
maybe cullfactory?
ah, wait, did you have shadow max resolution at 1024 while using atlas size 2048?
yes
Yeah, that would do it, that means 4 shadows could fill up the whole buffer.
2048 is expecting the sponge default of 256, so your shadows could be 16 times larger
so if you're going to have higher res shadows you need to have a bigger atlas
So I should use 512 or less?
I'd recommend it. LC technically uses up to 2048 but it's so overkill when the game relies so much on soft shadows, volumetrics, and renders at a smaller resolution than its largest shadows
As it is, with the new post-processing, shadow rendering is the largest chunk of the rendering loop in vanilla now.
Looks like 2048 needs to be 256 or less
I think that's because many of the 'small lights' in lethal use 512 by default, so the default 4096 atlas is sized for a good amount of those.
So I'd recommend either 512 shadows and 4096 atlas, or 256 shadows and 2048 atlas.
That way everything stays a pretty consistent size and you don't get the occasional 2k shadow taking up space in either.
Ok this explanation might aswell help me too
Speaking of do you think lethal sponge could enable even bigger atlas sizes than currently supported?
I know it's overkill but if someone wants to
And also an extra question
Are the vanilla values in the config descriptions updated to match v80+ or are they still based on older versions?
Assuming any of them changed that is
I haven't checked to see if anything has changed post v80 yet, I should be able to look soon and then I'll update the config descriptions.
As for enabling bigger atlas sizes, I'd rather leave that to some other 'HD' mod or something. My goal with Sponge is to allow only vanilla or lower values so that there's no way to make your game less performant than vanilla.
Increasing the atlas size would also only have a noticeable affect if you were also adding more lights or increasing the resolution of shadows in general, both of which would have really minimal visual gains in lethal.
If it's something that you really want to do though, making a mod for it is pretty easy and you can just copy Sponge's graphics config code off the repo and just remove the limits.
Fair. I was honestly more interested in the inner workings of it all and seeing if i could use that to fix some modded moons having extremely bright interiors
For now i set the shadows to 256 and set atlas size to 4096 and it seems to be mostly fixing it? At least for vanilla moons
The atlas won't change anything related to bright interiors unless that brightness is caused by lights leaking through walls. It's just the amount of 'space' shadows have to fit in, so if your shadows are too big or you have too many then they stop working because they cannot fit.
If the modded moons have issues with shadows not fitting in the atlas while it's set to vanilla values, the issue wouldn't be that the atlas is too small, it would be that those modded moons have way too many lights or too detailed shadows.
For vanilla interiors/moons it's definetly the leaking in some rare spots
As for modded moons i try to also use ScienceBirdTweaks to force the sun to have shadows to try and partially circumvent it (though i can't do that yet in v80)
I was thinking too how much would cull factory help?
Does it even play nice with Sponge?
Cullfactory and Sponge should be used together, you should basically always be using cullfactory imo
Are there any config settings in cull factory that i should be concerned about in terms of compatibility?
I'd have to see pictures of these modded moons or look at them myself to tell if shadow config from sponge would have any real affect.
And no, cullfactory and sponge should be fully compatible. If they ever aren't, that's a bug and I'll get it fixed.
Sweet
When i get to making the proper modpack (i am only working on the vanilla-compatible baseline for now) I'll report any of these moons to you and we'll see what's up
scoops i need help with combining my shader pass with yours,
i don't really understand where they are conflicting and i can't really get them to work together
i tried band-aiding them into a single pass but it made my screen an epileptic seizure inducer
i also tried loading them both at once under the same volume. that did not work either
sorry for the really broad question btw, this clearly is not my forte so idk i was just wondering if you had any pointers ig
this is my shader
So your pass is a full screen motion blur effect?
You'd likely want it running after the Sponge pass (and probably after all other post processing too), have you tried adding another Custom Pass Volume with the injection point set to After Post Process?
Yeah, for some reason "after post process" makes my whole screen black. Running it after sponge just, breaks posterization for some reason
like in that video
i have to do it before transparent or stuff breaks
to be fair its a fucky effect. its literally capturing and ghosting frames on the screen
and i am not very good at this lol
almost ^^
its been really hard getting it functional so id be upset if this is where i hit a wall lol
So, one of the best tools for working on shaders is RenderDoc
It makes it way easier to figure out what's going wrong in the render pipeline.
You're going to need to have it run as late as possible, otherwise those last two frames you're saving won't include transparent objects or any color grading.
There's a good chance that the screen would be black at that stage because the camera buffer has been cleared, and you'll need to pull the frame info out of the Player Screen Render Texture, since Lethal renders everything into a render texture.