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129701129701 Author: fancyfurret
129702129702 Description: 120+ FPS in Celeste without breaking physics!
129703129703 Likes: 28
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129705- Downloads: 12916
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129706129706 Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that greatly improves\
129707129707 \ the smoothness of the camera and Madeline, and also can raise the FPS above\
129708- \ 60\_ <i>without</i>\_breaking physics. <b><span class=\"GreenColor\">You do not \
129709- \ need a high refresh rate monitor to get most of the benefit of Motion Smoothing!\_ \
129710- </span></b>The higher fps options work by keeping the physics update at a fixed \
129711- \ 60 FPS and smoothing the entity/camera/etc positions during render at 120+ FPS. \
129712- \ Motion Smoothing should work with most modded maps, but please read the Smooth \
129713- \ Camera section for more on compatibility.\r\n<br><br><b>\r\n Note that the \
129714- \ demo video is 60 fps, so it's not a true representation of what the\r\n mod \
129715- \ will look like on a 120hz+ monitor; there is no motion blur when actually playing. \
129716- \ Thank you\_Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\" \
129717- ><span class=\"GreenColor\"><b>I have verified the accuracy of physics with this \
129718- \ mod enabled by running the Any% TAS, which still finishes like normal, but at \
129719- \ a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth Camera</h2 >\r\
129720- \nThis lets the camera move continuously: that is, half of a pixel could be shown \
129721- \ on\r\nthe side of the screen while the camera is moving. This is especially \
129722- \ noticeable when the camera is slowly catching up to the player. <b>This works \
129723- \ regardless of FPS, so if you only have a 60hz monitor, this option will still \
129724- \ make the game much smoother!</b>\_Like everything in this mod, this does not \
129725- \ affect physics in any way, and the camera still moves exactly like normal, only \
129726- \ smoother.<br><br>\r\nCamera smoothing can be accomplished in two different ways:\r \
129727- \n<ul>\r\n <li class=\"SelectedElement\"><b>Highest Quality </b>:\_ <span class=\" \
129728- GreenColor\">[Recommended]</span>\_This substantially changes Celeste's rendering \
129729- \ pipeline to render everything at a 6x internal scale, so that the gameplay and \
129730- \ foreground can be composited onto the background with a fractional-pixel offset. \
129731- \ This makes for the highest-quality result, but it may impact performance on \
129732- \ low-end systems, and it requires drawing the foreground at high resolution,\
129708+ \ 60 <i>without</i> breaking physics. <b><span class=\"GreenColor\"\
129709+ >You do not need a high refresh rate monitor to get most of the benefit of Motion\
129710+ \ Smoothing! </span></b>The higher fps options work by keeping the physics\
129711+ \ update at a fixed 60 FPS and smoothing the entity/camera/etc positions during\
129712+ \ render at 120+ FPS. Motion Smoothing should work with most modded maps, but\
129713+ \ please read the Smooth Camera section for more on compatibility.\r\n<br><br><b>\r\
129714+ \n Note that the demo video is 60 fps, so it's not a true representation of\
129715+ \ what the\r\n mod will look like on a 120hz+ monitor; there is no motion blur\
129716+ \ when actually playing. Thank you Klyx for\r\n the video!</b>\r\n<br><br>\r\
129717+ \n<span class=\"RedColor\" ><span class=\"GreenColor\"><b>I have verified the accuracy\
129718+ \ of physics with this mod enabled by running the Any% TAS, which still finishes\
129719+ \ like normal, but at a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\
129720+ \n<h2>Smooth Camera</h2>\r\ nThis lets the camera move continuously: that is, half\
129721+ \ of a pixel could be shown on\r\nthe side of the screen while the camera is moving.\
129722+ \ This is especially noticeable when the camera is slowly catching up to the player.\
129723+ \ <b>This works regardless of FPS, so if you only have a 60hz monitor, this option\
129724+ \ will still make the game much smoother!</b> Like everything in this mod,\
129725+ \ this does not affect physics in any way, and the camera still moves exactly\
129726+ \ like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
129727+ \ in two different ways:\r\ n<ul>\r\n <li class=\"SelectedElement\"><b>Fancy </b>: <span\
129728+ \ class=\" GreenColor\">[Recommended]</span> This substantially changes Celeste's\
129729+ \ rendering pipeline to render everything at a 6x internal scale, so that the\
129730+ \ gameplay and foreground can be composited onto the background with a fractional-pixel\
129731+ \ offset. This makes for the highest-quality result, but it may impact performance\
129732+ \ on low-end systems, and it requires drawing the foreground at high resolution,\
129733129733 \ so there is the occasional minor visual artifact (for example the snow in chapter\
129734129734 \ 7 moving smoothly). More importantly, <b>this mode may be incompatible with\
129735129735 \ a small number of other mods</b>. There are currently no known incompatibilities,\
129736129736 \ so if you encounter a visual glitch in a level, please ping Cruz (the current\
129737129737 \ maintainer) in the Celeste discord server. Until or unless it's fixed, you'll\
129738129738 \ have to use the other mode instead. See below for a list of current known issues.<br></li>\r\
129739- \n <li><b>Most Compatible </b>:\_This accomplishes the same effect as the previous\
129739+ \n <li><b>Fast </b>: This accomplishes the same effect as the previous\
129740129740 \ smoothing mode, but by unlocking the camera from the pixel grid instead. Since\
129741129741 \ it doesn't drastically change the internal rendering, this is compatible with\
129742129742 \ nearly every mod, but it has the drawback that the background jitters uncontrollably\
129743129743 \ when moving the camera. This isn't the end of the world, but it's recommended\
129744- \ to use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>:\_\
129745- This smoothing can also be disabled completely.</li></ul><br><h2>Smooth Background</h2>\r\
129746- \nWhen Smooth Camera is set to Highest Quality, the background can also be rendered\
129747- \ at 6x internal resolution. This allows parallax backgrounds to be rendered with\
129748- \ smooth detail, and it also fixes occasional slight color issues that occur with\
129749- \ a particular kind of parallax background (for example in the final checkpoints\
129750- \ of Farewell). On by default, and the performance impact on top of the hires\
129751- \ renderer should be minimal.<br><br>\r\n\r\n<h2>Render Madeline with Subpixel\
129752- \ Precision</h2>\r\nThis setting rewrites the gameplay renderer to draw Madeline\
129753- \ at her exact subpixel-precise position while moving. She is drawn snapped to\
129754- \ the pixel grid when not moving, both to avoid visual oddities and so that information\
129755- \ about subpixel position cannot be gleaned. Like the previous setting, this is\
129756- \ only possible when Smooth Camera is set to\_Highest Quality. This effect is\
129757- \ surprisingly striking, and Madeline's sprite is much more clear and smooth when\
129758- \ this is enabled. On by default, and the performance impact on top of the hires\
129759- \ renderer should be minimal.<br><br>\r\n\r\nIn general, we recommend turning\
129760- \ on as many of the smoothing options as possible without interfering with the\
129761- \ map you're playing, the performance of the game, and your personal preference!\_\
129762- <br><br><h2>Smoothing Modes</h2>\r\nSeparate from camera smoothing, objects themselves\
129763- \ have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:\_<span\
129764- \ class=\"GreenColor\">[Recommended]</span>\_This mode predicts object\r\n \
129765- \ positions based on previous updates. It feels very similar to vanilla, but\
129766- \ it can introduce very brief (visual only) weirdness when changing quickly from\
129767- \ a high speed to a low one (for example, buffering a vertical dash out of a dream\
129768- \ block).<br></li>\r\n <li><b>Interpolate</b>: This mode interpolates object\
129769- \ positions between the last two physics updates. This mode\r\n is more\
129770- \ technically correct, but it adds an extra 1–2 frames of input delay.\r\n \
129771- \ </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work,\
129772- \ we need to somehow get the game to draw above 60FPS, but keep the physics updates\
129773- \ at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:\_<span class=\"GreenColor\"\
129774- >[Recommended]\_</span>Has the best compatibility, but\r\n restricts your\
129775- \ FPS to increments of 60. For a 144hz monitor, you could try 120 or 180 and see\
129776- \ which looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows\
129777- \ you to select any number for FPS (like 144) but at the cost of mod compatibility.\r\
129778- \n It's rare, but if a mod tries to hook the main XNA Tick method, then\
129779- \ one of the mods might not work\r\n properly. (Breaks TAS Recorder, and\
129780- \ maybe others).\_\r\n </li>\r\n</ul>"
129744+ \ to use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>: This\
129745+ \ smoothing can also be disabled completely.</li></ul><br><h2>Smooth Background</h2>\r\
129746+ \nWhen Smooth Camera is set to Fancy, the background can also be rendered at 6x\
129747+ \ internal resolution. This allows parallax backgrounds to be rendered with smooth\
129748+ \ detail, and it also fixes occasional slight color issues that occur with a particular\
129749+ \ kind of parallax background (for example in the final checkpoints of Farewell).\
129750+ \ On by default, and the performance impact on top of the hires renderer should\
129751+ \ be minimal.<br><br>\r\n\r\n<h2>Render Madeline with Subpixel Precision</h2>\r\
129752+ \nThis setting rewrites the gameplay renderer to draw Madeline at her exact subpixel-precise\
129753+ \ position while moving. She is drawn snapped to the pixel grid when not moving,\
129754+ \ both to avoid visual oddities and so that information about subpixel position\
129755+ \ cannot be gleaned. Like the previous setting, this is only possible when Smooth\
129756+ \ Camera is set to Fancy. This effect is surprisingly striking, and Madeline's\
129757+ \ sprite is much more clear and smooth when this is enabled. On by default, and\
129758+ \ the performance impact on top of the hires renderer should be minimal.<br><br>\r\
129759+ \n\r\nIn general, we recommend turning on as many of the smoothing options as\
129760+ \ possible without interfering with the map you're playing, the performance of\
129761+ \ the game, and your personal preference! <br><br><h2>Smoothing Modes</h2>\r\
129762+ \nSeparate from camera smoothing, objects themselves have their position smoothed.\r\
129763+ \n<ul>\r\n <li><b>Extrapolate</b>: <span class=\"GreenColor\">[Recommended]</span> This\
129764+ \ mode predicts object\r\n positions based on previous updates. It feels\
129765+ \ very similar to vanilla, but it can introduce very brief (visual only) weirdness\
129766+ \ when changing quickly from a high speed to a low one (for example, buffering\
129767+ \ a vertical dash out of a dream block).<br></li>\r\n <li><b>Interpolate</b>:\
129768+ \ This mode interpolates object positions between the last two physics updates.\
129769+ \ This mode\r\n is more technically correct, but it adds an extra 1–2 frames\
129770+ \ of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\n\
129771+ For this mod to work, we need to somehow get the game to draw above 60FPS, but\
129772+ \ keep the physics updates at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>: <span\
129773+ \ class=\"GreenColor\">[Recommended] </span>Has the best compatibility, but\r\
129774+ \n restricts your FPS to increments of 60. For a 144hz monitor, you could\
129775+ \ try 120 or 180 and see which looks the\r\n best.\r\n </li>\r\n \
129776+ \ <li><b>Dynamic</b>: Allows you to select any number for FPS (like 144) but at\
129777+ \ the cost of mod compatibility.\r\n It's rare, but if a mod tries to hook\
129778+ \ the main XNA Tick method, then one of the mods might not work\r\n properly.\
129779+ \ (Breaks TAS Recorder, and maybe others). \r\n </li>\r\n</ul>"
129781129780 CreatedDate: 1716069297
129782- ModifiedDate: 1770482013
129781+ ModifiedDate: 1770491547
129783129782 UpdatedDate: 1770481975
129784129783 Screenshots:
129785129784 - https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
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129794129793 Size: 76557
129795129794 CreatedDate: 1770481814
129796- Downloads: 0
129795+ Downloads: 37
129797129796 URL: https://gamebanana.com/dl/1619521
129798129797 Name: motionsmoothing-v1-3-16.zip
129799129798 - Description: 1.3.15
129800129799 HasEverestYaml: true
129801129800 Size: 76544
129802129801 CreatedDate: 1769832262
129803- Downloads: 616
129802+ Downloads: 618
129804129803 URL: https://gamebanana.com/dl/1613813
129805129804 Name: motionsmoothing-v1-3-15.zip
129806129805 CategoryId: 4632
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