#Lethal Sponge

1 messages · Page 6 of 1

robust folio
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it just doesnt run great cuz ive got a biiiig modpack

oak quartz
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I think disabling posterization AND the optimize shader would help but holy hell it looks like poop

robust folio
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mkay well if its not a huge difference it can stay on

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if you had to do this

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which options would you change for the most impact

oak quartz
robust folio
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im just looking for performance, arent those post processing?

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are they expensive

oak quartz
robust folio
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aighty

oak quartz
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they can effect fps and you wont really notice they are gone

robust folio
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what ab reflections

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would turning that off make a difference

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i assume it would

oak quartz
robust folio
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but then again i dont think lethal has ANY crazy reflections

scenic ocean
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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.

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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.

pale narwhal
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personally i dont even notice motion blur in lethal company

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and i just actually hate depth of field

oak quartz
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the goat scoops dropping the knowledge

pale narwhal
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so even on my "vanilla" profile i like to toggle those two off

scenic ocean
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Me neither. I run motion blur and dof off as a personal preference as well

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never been a dof fan

oak quartz
pale narwhal
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bloom, shadows, and reflections will probably have more of an impact on visuals though

visual wigeon
oak quartz
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I despise bloom as well

visual wigeon
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I also don't even notice it half the time, though

pale narwhal
visual wigeon
pale narwhal
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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

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to disable

neat light
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i didnt think there was motion blur in base lethal

visual wigeon
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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

neat light
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i thought dopa had to manually turn that on

pale narwhal
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maybe it's just extremely extremely subtle

visual wigeon
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prolly is

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im not too sure

scenic ocean
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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

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so sponge offers to remove the feature to save a post processing pass

neat light
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makes sense

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oh also out of curiousity, whats the next step from here?

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like what're ya working on, more lethal sponge stuff?

scenic ocean
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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

visual wigeon
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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

scenic ocean
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Thanks! It's crazy that all that reverse engineering I did will actually be able to help the base game. I'm super happy.

pale narwhal
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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

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and IMO even that would have been enough to cement it as a permanent keepsake for me

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not to say it getting merged into vanilla isn't an even better reality though

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that is genuinely super cool

neat light
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it really is, i hope this spells more collaboration in the future between zeekerss and the modding community

oak quartz
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for stuff unreleated to mods causing issues ofc

visual wigeon
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he can do whatever he wants atp I'm just happy about the performance boost

visual wigeon
pale narwhal
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i cant lie

visual wigeon
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at least for some of em, though I do still like the jank

pale narwhal
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i would still really love to see more community interaction, especially for integration of community bug fixes and such

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if i could one day deprecate my entire thunderstore catalog i wouldnt even be mad

neat light
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yep, just general engagement itself would make me a lot happier

pale narwhal
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(although i anticipate butteryfixes and butterybalance are never going to go away)

pale narwhal
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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

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if anything was going to get vanilla's blessing i would want it to be a major optimization mod

visual wigeon
pale narwhal
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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

visual wigeon
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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)

pale narwhal
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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

visual wigeon
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but that's just me not really thinking about it too hard

pale narwhal
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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

visual wigeon
tranquil lake
neat light
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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

oak quartz
tranquil lake
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So hopefully if cooperation thing turns out to be true it all goes well

visual wigeon
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prolly coulda done it there 😼

pale narwhal
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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

visual wigeon
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||im being annoying dw||

pale narwhal
visual wigeon
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I even got this clip out of it

neat light
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okay good cuz i was about to say that would be so rude if i did that 😭

visual wigeon
visual wigeon
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comes into vc the night of wttdp's launch to talk about lc

tranquil lake
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"Woh"

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Stoat cryptid

visual wigeon
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I know most mod devs (currently active) would behave, at the very least

oak quartz
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the chill people stayed

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well mostly

pale narwhal
oak quartz
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before it was a floodgate in the old days XD

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bc of the game's virality

pale narwhal
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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

neat light
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im actually like unaware about this stuff despite making some games lol

pale narwhal
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maybe asyncloggers only impacts bepinex loggers but i thought it affected unity's default debug logger too

neat light
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@warped lodge i am curious about this^ lol

pale narwhal
neat light
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cullfactory would be nice

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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

visual wigeon
oak quartz
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They should add hatsune miku skin to vanilla it fits fr fr greed

neat light
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lol

visual wigeon
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some interiors have to be blacklisted w cullfac, poltergeist barely works with it (almost everything inside is invisible)

visual wigeon
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lcAPI integration

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make it happen devs

tepid chasm
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physicsapi

oak quartz
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if you care flying thru the rooms it renders fine

oak quartz
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game crashes at all times

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no game

scenic ocean
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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.

visual wigeon
torpid wave
warped lodge
warped lodge
bleak geyser
oak quartz
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(really early versions, before stuff like pathfindinglib)

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it was a much simpler mod back then

warped lodge
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well i've just rolled back the chat a bit. Congrats Scoops 🎉

half bane
mighty rapids
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they should add blue to vanilla

half bane
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Maybe give the game an extra few gigabytes

leaden aurora
half bane
half bane
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don't forget orange and the work in progress lobotomy weathers

faint zodiac
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ill get it done someday

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right now ive decided to do something else silly…

half bane
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tell mestare

mighty rapids
faint zodiac
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i have no recollection of this and thats saying alot because i am a goblin

tepid chasm
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is it the viscous crumplings you told me about

faint zodiac
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oh i rememebr thos

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foods

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i ate those food

half bane
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is it the vicious trunglings you didn't tell me about

fair narwhal
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zeekers??

tepid chasm
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zeeky zeenklers

faint zodiac
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maybe if i whisper his name he will come back

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zeekler… hey zeekler… we love you zeekler

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plink ❤️

half bane
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zeekler: Hi

tepid chasm
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-# hey zeek zeeky zeekers zeeklers, come here zeeky zeek, we got u some foods to eat

neat light
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I wish 😔

faint zodiac
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@zeekler do you like cheddar cheese

half bane
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definitely a mozzarella kind of guy

faint zodiac
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mozzy is good

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yum yum

half bane
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its super good

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we need his opinion but I'm scared

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to @ him

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he's going to ban me from lethal company

oak quartz
tepid chasm
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yes

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i am the food

half bane
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what type of cheese are you

oak quartz
tepid chasm
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everchanging

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whatever cheese you want me to be

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i'll be

oak quartz
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but mostly

half bane
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I need a new name

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and a new profile picture

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give me suggestions

tepid chasm
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uhm

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Lunar Config

half bane
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no

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but that is my full name

tepid chasm
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full legal name}

half bane
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my name in real life is Lunar Confignits

tepid chasm
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and the icon is your address

half bane
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I live in cheese

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because the moon is cheese

tepid chasm
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cheeseland

tepid chasm
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uhm

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gorgonzola

half bane
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thats my home planet

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moon sorry

tepid chasm
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sun sorry

neat light
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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

tepid chasm
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ok mom

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sorry scoops, sometimes you start a conversation and it just goes on and on hehe

oak quartz
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bc wes is already 2.0

neat light
half bane
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wesley’s moons:

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100k+ messages

tepid chasm
oak quartz
half bane
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well 5.0 it is

visual wigeon
faint zodiac
half bane
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Im a nit

faint zodiac
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@tepid chasm go back to cheesenits

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we need more nits

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ive infected you all with the nits virus

wispy lava
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liminits housenits

bleak geyser
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So, are dop and motion blur not used in the game? can i turn off?

oak quartz
scenic ocean
nimble pendant
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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

smoky mural
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WOAH WHAT

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ZEEKERSS???

foggy void
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Yeah he was in here last night

smoky mural
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HDOFHEOCJEJWX

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PEAK

foggy void
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The Sponge shader is now in the game natively whenever the next update for the game drops

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Truly peak

smoky mural
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No fucking way

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that is

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AMAZING

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Dude I actually am so fucking excited

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Omg what to even say

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I have so much on my mind right now

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Im such a massive mega fan of Lethal Company like genuinely amazing game, peak game, fantastic game, best GAME EVER

foggy void
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I think you might be overreacting just a little peepoGiggles

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But yeah we're super happy for Scoops and excited for the next update too

smoky mural
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WHAAAT

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Overreacting!?

neat light
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No they're right about it all greed

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It's fine to be happy about this

foggy void
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Oh yeah I agree lol

smoky mural
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Lethal literally topped minecraft in my number 1 favorite video game of all time

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something I NEVER thought was possible

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but Zeekerss made

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such perfection

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it wiped the FLOOR with it

neat light
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It is a pretty amazing game yeah

foggy void
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I don't think I could ever say the game tops Minecraft since they are both 2 completely different genres

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But it is one of our favorite games, it's why we still play Lethal as often as we do

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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

oak quartz
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I love MC

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but dam is it hard to dedicate time too sometimes lol

foggy void
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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

oak quartz
smoky mural
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Its like

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Yes REPO, Peak and Content Warning is fun

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it cannot even compete with Lethal

oak quartz
foggy void
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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

smoky mural
foggy void
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Content Warning was awful

smoky mural
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It is actually kinda funny

foggy void
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Peak is fun though

oak quartz
foggy void
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I played Content Warning it did not do it for me at all

oak quartz
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it was funny for like an hour

foggy void
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The reason Peak is good is cus it wasn't a meme game

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Landfall's actual games are good

smoky mural
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Lunxara

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I guess you could say

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it was pretty

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P e a k

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And then the entire chat died cuz I was so unfunny

oak quartz
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run

visual wigeon
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(I'm joking but also curious)

tranquil lake
nimble pendant
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professional hater

foggy void
# nimble pendant 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

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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

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lol

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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

tepid chasm
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general 5.0

foggy void
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But yeah typically if I say I dislike things I don't hate them, I just thought Content Warning was super boring and uninteresting

stiff sapphire
foggy void
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Ah blame Jacu tbh for making me have to clarify things

stiff sapphire
#

Sure

stiff sapphire
# stiff sapphire Sure

-# (Even though it started way before he showed up, but I approve of the scapegoating greed)

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

bleak geyser
foggy void
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Zeekerss showing up last night was hype

stiff sapphire
tepid chasm
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we used to pray for this

visual wigeon
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go to general you conversation junkies

tepid chasm
foggy void
stiff sapphire
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I shall stop though lmao

foggy void
smoky mural
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Dude honestly

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if Zeekerss made merch

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I'd work my way to buying each one of everything he made

stiff sapphire
#

I do still need to uh, not do this perhaps

stiff sapphire
scenic ocean
stiff sapphire
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So you see that's probably what I shoulda done plink

scenic ocean
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I think sponge would have incorrectly caught that too. I hadn't considered sprite sheets/texture strips that would go over 2k pixels.

stiff sapphire
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Yeah no I don't blame you, it's a funny edge case lmao

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Component's a bit goofy though tbh, the only thing I'm using it for is that portal specifically plink

scenic ocean
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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.

stiff sapphire
torpid wave
# scenic ocean So I didn't do extensive testing, but I was able to load the current version of ...

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)```
scenic ocean
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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?

torpid wave
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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

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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*)```
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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.

foggy void
#

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

torpid wave
#

hmm good point. the cameras are pointless anyway

foggy void
#

Yeah, they're purely cosmetic tbh

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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

torpid wave
#

limited framerate on the cameras like current lethalsponge does is probably the best option since it keeps the feature without tanking performance

foggy void
#

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

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since the Internal cam provides no benefits

mighty rapids
tepid chasm
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#general-chat

robust folio
#

mm yea thats funny

foggy void
robust folio
#

weird lol

foggy void
#

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

oak quartz
#

summit had one

faint zodiac
oak quartz
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after v73

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it looked normal befroe

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no pitch black ground XD

tepid chasm
#

Water also died

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And snow

oak quartz
strong lion
neat light
# visual wigeon show gametime

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

scenic ocean
#

Pushed 1.3.4 to thunderstore. Small patch that just adds a new resizeTextureBlacklist config to disable resizing on specific textures if needed.

sudden abyss
#

oops had to jump into a meeting, I meant to expand on this lol

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basically ideally it would be implemented by source changes to the engine, but that requires a particular license unfortunately

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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

scenic ocean
torpid wave
#

I see config to disable motion blur and reflections. Where in the game are those used?

scenic ocean
#

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.

oak tinsel
#

is the latest version of the mod stable on v72?

torpid wave
oak tinsel
scenic ocean
torpid wave
scenic ocean
oak tinsel
#

is RebalancedMoonsBeta compatible?

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since it increases the volumetric fog distance

scenic ocean
#

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.

torpid wave
scenic ocean
torpid wave
#

yeah. kinda the major point in having the mod anyway

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being able to turn off the posterization shader makes it way easier to see in the dark which is a bit cheaty

scenic ocean
torpid wave
#

Yea thunderstore is the best option

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looks all good 👍

scenic ocean
#

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.

candid vapor
#

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

hard kettle
oak quartz
#

@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

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this happens at least in rubber rooms and habitat interiors

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settings default on sponge

foggy void
oak quartz
#

that was the left pic

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right was when I turned it on

foggy void
#

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

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It's not really a Sponge shader problem, it's just due to the shader being a Full Screen Pass rather than Posterization

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It's not a bug

oak quartz
foggy void
#

I think I recall Scoops said a few edge case things like this might happen lol

oak quartz
foggy void
#

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

oak quartz
#

either way this isnt a biiiig issue its just a minor annoyance

west vessel
pale narwhal
#

it does have depth of field

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items in your hand get blurry at the corners of the screen

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it's even more noticeable if you press Z to inspect

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iirc

west vessel
west vessel
scenic ocean
oak quartz
faint zodiac
faint zodiac
faint zodiac
tepid chasm
#

Sue me if you want >:3

west vessel
faint zodiac
#

alakazibble alakazummy you are now going to transform into money

#

🪙 💰

fallen scaffold
#

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 🤔

bleak geyser
#

Why did you care about this error? Probably its from diffoztweaks that fix the softmask from vanilla interacting with other mods that are incompatible

fallen scaffold
#

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

tepid chasm
#

Does anything happen when the error appears?

fallen scaffold
scenic ocean
# fallen scaffold Hello, Im having this error when using this mod, it's supposed to happend ? ```[...

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.

scenic ocean
# oak quartz Ill do more examples in tbe morning

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.

scenic ocean
#

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.

neat light
#

Cullfactory do be a god send

rustic heath
visual wigeon
oak tinsel
#

should i use lethalperfomance with this mod or nah

pale narwhal
#

yes you should use both

sudden abyss
#

cullfactory doesn't affect enemy behavior

neat light
#

cuz maneater is technically an item

#

and idk there might be a scenario where u cull it

sudden abyss
#

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

hard kettle
#

i've seen maneater invisible only once

#

no idea how it happened

rustic heath
#

but it happened to me 3 times

obtuse ridge
#

ive 'seen' the invisible maneater a few times also

scenic ocean
autumn vine
#

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.

scenic ocean
#

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.

autumn vine
#

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).

scenic ocean
#

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.

robust folio
#

everyone keeps getting this

#

yea its off the store now too

scenic ocean
#

Huh, it's working fine for me in Gale. It should be version 1.3.5 now.
Is that a mod manager error?

pale narwhal
#

works fine for me as well

#

downloading v1.3.5, i mean

fluid pelican
#

It's there now

robust folio
#

sponge back

swift nymph
#

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

scenic ocean
#

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?

foggy void
#

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 🤔

scenic ocean
#

Probably has to do with how it checks if the camera is "in view". I'll take a look into it.

bleak geyser
#

This option is still conflicting with the CullFactory option “Disable shadow distance fading”?

scenic ocean
#

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?

bleak geyser
#

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.

scenic ocean
#

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.

foggy void
#

I mean if CullFactory is already covering it then is the option even needed?

#

🤔

scenic ocean
#

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.

foggy void
#

Ahhhh

scenic ocean
#

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.

scenic ocean
foggy void
scenic ocean
#

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.

foggy void
#

Yippee

scenic ocean
#

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.
scenic ocean
pale narwhal
#

oh cool

#

i totally forgot about that cullfactory thing, thanks for taking a look at it :)

west vessel
#

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

scenic ocean
#

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.

robust folio
#

whys it do that

ornate reef
# robust folio

I also experience a similar phenomenon i mentioned a while ago in here, but sunken in everyones messages at the time...

robust folio
#

oh so its not intentional

#

it does it a lot

#

in many places

robust folio
ornate reef
#

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

robust folio
#

whats urs set at

ornate reef
#

uhh ill check

robust folio
#

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

ornate reef
#

turning back down to 256 solved it for you?

neat light
#

@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?

scenic ocean
#

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.

neat light
#

big, hopefully it doesnt chug the game when running it

scenic ocean
#

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.

neat light
#

good to know, thanksies

sturdy shard
#

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"

burnt belfry
#

Won’t that be fixed with the new fullscreen™ shader?

sturdy shard
#

you mean the shader from this mod? no i tested it ingame

sturdy shard
#

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

ivory breach
sturdy shard
sturdy shard
# ivory breach 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

junior quiver
#

Looks Sick, Kinda Like That Music Video For Take On Me

burnt belfry
pale narwhal
#

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

sturdy shard
#

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

oak quartz
#

just in a way that you dont really notice

#

like a lot of bugs irl

pale narwhal
#

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

opaque ore
#

what's "Reflection atlas size" change if i increase resolution to 2048x2048 ?

west vessel
pale narwhal
#

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

sturdy shard
#

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)

sudden abyss
#

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

shy bison
#

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?

pale narwhal
#

disable the option to generate LODs for meshes

frozen lake
#

Is this mod still technically in development? Or is it complete?

smoky mural
#

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

frozen lake
#

Ah, so it is likely if any other improvements were made, then they’d just be on the main branch for Lethal, huh?

smoky mural
#

I think

#

I have no idea tho

#

I heard this happened like a while ago

pale narwhal
#

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)

radiant rapids
#

iirc, zeekers is also adding some form of indoor culling, if your mod does that

tepid chasm
#

Cull factory hehe

pale narwhal
#

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

leaden aurora
#

it was neccasary for the way grass is being rendered in v80

#

nitpicking but figured worth mentioning

sudden abyss
#

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 😅)

sudden abyss
#

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

pale narwhal
#

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

sudden abyss
#

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

pale narwhal
#

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

Patreon

Get more from Zeekerss on Patreon

#

"basic occlusion culling in the interiors"

pale narwhal
#

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.

pale narwhal
#

batby mentioned that possibility yeah

leaden aurora
leaden aurora
#

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

pale narwhal
#

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

leaden aurora
#

i misread your comment, apologies

pale narwhal
#

ok i see

#

that's fine

#

i was just confused

#

i believe we are on the same page then

leaden aurora
#

read that as "implementating new grass in a way that is not intended, and makes performance super worse" 😭

neat light
#

i dont think you could've read it worse

warm solstice
#

"removing half of the games code and it doesnt run anymore"

sudden abyss
#

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

leaden aurora
#

i don't think it's occlusion culling

sudden abyss
#

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

leaden aurora
#

yee

sudden abyss
#

that was the initial impression I had when I saw a message he had posted about it

leaden aurora
#

i think it's adjacent culling but i could be wrong

sudden abyss
#

right, culling beyond a tile depth limit? that's what I was figuring at first

leaden aurora
#

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

sudden abyss
#

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

leaden aurora
#

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

sudden abyss
#

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

leaden aurora
#

yeah yours is probably supreme by far

last surge
#

Hey, im need lil help ^^

This mod is compatible with LethalPerformance? Or both mods do same things?

tepid chasm
scenic ocean
#

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.

tepid chasm
#

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

scenic ocean
#

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

tepid chasm
#

would also make the name changes easier since you cant change them

scenic ocean
#

so no one has to swap mods in their profiles if they're just moving to the new version

tepid chasm
#

but then the shader you made is the exact same?

scenic ocean
#

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

tepid chasm
#

perfect!

#

im so happy for you scoops

#

having something you made be in the base game now

scenic ocean
#

It's really cool! I hope it helps more people run the game well too!

scenic ocean
#

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.

frozen lake
#

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!

pale narwhal
#

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

frozen lake
#

Nice, so less overhead?

scenic ocean
#

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

scenic ocean
#

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 notch
#

@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.

scenic ocean
#

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.

scenic notch
#

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

scenic ocean
#

Yeah. I believe it supports it, and if it doesn't I'd be happy to help make a version that does.

scenic notch
#

Here's to hoping that Zeekerss notices my cry for help (because the VR mod will quite literally be dead if not)

scenic ocean
#

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.
shell notch
#

can we use this update on v73 or nah?

wispy lava
#

probably not

rustic heath
wispy lava
#

the update literally removed the shader for v80

wispy lava
rustic heath
#

1.4.0 removes the shader because v80 ||added it automatically|| [minor v80 spoiler]

foggy void
#

For V73 with darmuh's terminal stuff you can prolly just use LethalSpongeLegacy

rustic heath
# wispy lava 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

scenic ocean
#

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.

deep sluice
#

On 1.4.0 and .1, have been getting this issues where bodycams don't work properly when sponge is installed with default configs.

lean wave
#

respectfully this isn't really correct

#

you're just kind of omitting info from developers incorrectly

lean wave
scenic notch
rustic heath
lean wave
#

which is what i did for a bit until i played

leaden aurora
#

LethalSponge being in v80 isn’t a spoiler when Zeekerss was in this channel lol

scenic notch
#

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)

scenic notch
# scenic ocean Yeah. I _believe_ it supports it, and if it doesn't I'd be happy to help make a ...

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.

scenic notch
#

absolute banger

scenic ocean
#

The shader in v80 should be the same as SpongePosterizeNew on the github, yeah

scenic ocean
#

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...

neat light
#

yes, yes it did

pale narwhal
#

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

scenic ocean
#

ahh, so hopefully it's only for today then... I don't remember seeing it in my short test yesterday?

pale narwhal
#

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

pale narwhal
#

11 hours ago

#

so if you tested before then you would've been on rev1 of v80

scenic ocean
#

That makes sense, I missed that there was an update.
Well anyway, hope that gets removed

pale narwhal
#

april fools stuff was rev2 (and we are technically on rev3, but it has just a single critical bugfix for ||cadavers||)

scenic ocean
#

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

scenic ocean
#

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.
scenic notch
scenic ocean
#

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

scenic notch
#

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

scenic ocean
#

Very useful, I'll have to do that

tranquil lake
#

What setting is causing light to bleed through tiles in the Manor?

#

The game looks really bad /w Sponge installed rn

#

@scenic ocean

bleak geyser
tranquil lake
bleak geyser
#

turn off idk

pale narwhal
#

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

scenic ocean
#

I would guess it's light fade distance, maybe conflicting with another mod like cullfactory?

oak quartz
scenic ocean
#

I'd have to check and see if it happens with only sponge installed to check if it's a compat error

pale narwhal
#

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

tranquil lake
oak quartz
#

interior culling exists now

#

but cull fact is more extreme

#

so cull will update to override the vanilla culling

pale narwhal
#

vanilla has interior culling which is "much better than nothing"

#

before it did have nothing

oak quartz
pale narwhal
#

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

lean wave
#

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

sudden abyss
#

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

tranquil lake
#

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

pale narwhal
#

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

tranquil lake
scenic notch
#

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

lean wave
#

that must be super disorienting

#

what do you even do about that

scenic notch
#

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

lean wave
#

that sucks

scenic notch
# lean wave what do you even do about that

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

lean wave
#

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?

scenic notch
#

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

lean wave
#

no im not talking about that

#

i mean the posterization

#

the outlines and colors are different per eye

#

it shouldn't be like that

scenic notch
#

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

lean wave
#

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

scenic notch
#

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

lean wave
#

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

scenic notch
#

Now I have access to SPI since Zeekerss added OpenXR plugins to the game, but shaders must explicitly have support for SPI

lean wave
#

okay I understand

#

sorry

#

i didnt get that at first lol

scenic notch
#

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

lean wave
#

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

scenic notch
#

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

scenic ocean
#

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

scenic notch
#

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.

scenic ocean
scenic notch
#

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

scenic ocean
#

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

scenic notch
#

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

scenic ocean
#

Alright, now I'm seeing the same issues, excellent
Time to figure out what's wrong

scenic ocean
#

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

#

2 character change, just had to remove the '_X' from LOAD_TEXTURE2D in SobelOperator_Color

placid surge
#

wow

lean wave
#

ggs

#

Hell yeah LCVR lives on

#

one day im gonna play lc with a steam frame

sudden abyss
#

@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

pale narwhal
#

@tranquil lake

#

this is probably why you're noticing a regression with that

#

then

tranquil lake
pale narwhal
#

you were asking about the light bleeding

tranquil lake
#

o

scenic ocean
sudden abyss
#

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

scenic notch
scenic notch
#

game became dark and twisted

#

hmm setting shader resets all shader variables

#

are these values known (the _OutlineThickness, _DepthThreshold, etc variables)?

scenic notch
#

In case anyone needs them

scenic ocean
#

Did setting the variables fix it?

scenic notch
#

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

bleak geyser
#

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.

bleak geyser
#

@scenic ocean the Shadows atlas size if I increase to 4096 fixes the problem even with change light fade distande turn on

oak quartz
#

I thought this was a v81 issue

narrow falcon
oak quartz
#

so itll prob be fixed

scenic ocean
#

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.

scenic ocean
#

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.
scenic ocean
burnt belfry
#

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

scenic ocean
#

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.

meager obsidian
#

We have a problem with this mod, I can't hear my friends after a while, and neither can I.

neat light
#

i think it was the sound caching thing? is that still on by default?

ornate reef
#

audio dedupe shouldnt be on by default

neat light
#

it was the audio dedupe thing

#

turn it off

meager obsidian
#

I dont change option

neat light
#

you might've just had a super old version of the config

meager obsidian
#

OKey, i will try it, ty

neat light
#

it was turned on by default ages ago

meager obsidian
neat light
#

weird, can you check your configs if it is turned on?

meager obsidian
#

Just a second

neat light
#

are you using a modpack? it might've kept the configs from a super old download

meager obsidian
#

thunder store, i download it myself

#

i do my modpack

neat light
#

well, whatever it is, turn the config off

meager obsidian
#

ok, i am gonna do it, and i will send u a messange!

deep sluice
#

just curious

meager obsidian
#

when we are plaing in the game

#

when people left, we dont have this problem

deep sluice
#

Interesting

meager obsidian
pale narwhal
#

@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)

tranquil lake
pale narwhal
#

¯_(ツ)_/¯

#

literally no idea

#

but if disabling this setting works for you

tranquil lake
#

And mind you, people who have the mod installed as well aren’t affected

pale narwhal
#

then you should be clear to use lobbycontrol at that point

tranquil lake
#

So it’s fine server-side

scenic ocean
#

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.

strong lion
#

at this point i just assume its a bug with dissonance itself that cant be reliably fixed without ripping the whole thing out

scenic ocean
#

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)

strong lion
#

though the async loading in v80 seems to trim down on how often dissonance resets happen so maybe it wont be as prevalent then

neat light
#

I've never had it honestly, only time was with the dedupe from sponge

scenic ocean
#

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.

neat light
#

Lmao

strong lion
scenic ocean
#

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.

burnt belfry
bleak geyser
#

without lethal sponge

#

shadow atlas size 2048

#

Shadows atlas size 4096

foggy void
#

🤔

#

@scenic ocean

scenic ocean
#

Let me see if I can repro it

scenic ocean
#

things are looking pretty dark on mine, do you have a level seed for that area?

bleak geyser
#

36805385 March left fire exit

scenic ocean
#

mine's looking pretty dark on 2048
Are you running other mods?

smoky mural
#

Wait Scoops

#

you can edit the darkness???

#

ON SPONGE??

scenic ocean
#

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

smoky mural
#

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

bleak geyser
#

019d8420-65fa-0efe-0f66-9264a23d5695

#

maybe cullfactory?

scenic ocean
#

ah, wait, did you have shadow max resolution at 1024 while using atlas size 2048?

bleak geyser
#

yes

scenic ocean
#

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

bleak geyser
#

So I should use 512 or less?

scenic ocean
#

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.

bleak geyser
#

Looks like 2048 needs to be 256 or less

scenic ocean
#

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.

narrow falcon
#

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

scenic ocean
#

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.

narrow falcon
#

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

scenic ocean
#

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.

narrow falcon
scenic ocean
#

Cullfactory and Sponge should be used together, you should basically always be using cullfactory imo

narrow falcon
#

Are there any config settings in cull factory that i should be concerned about in terms of compatibility?

scenic ocean
#

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.

narrow falcon
#

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

lean wave
#

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

lean wave
#

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

scenic ocean
#

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?

lean wave
#

like in that video

lean wave
#

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

tranquil lake
# lean wave

Oh damn, you finally got the SCP:CB effect to work?

#

Looks sweet

lean wave
#

almost ^^

#

its been really hard getting it functional so id be upset if this is where i hit a wall lol

scenic ocean
#

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.