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129650129650 Author: fancyfurret
129651129651 Description: 120+ FPS in Celeste without breaking physics!
129652129652 Likes: 27
129653- Views: 31488
129654- Downloads: 11440
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129654+ Downloads: 11446
129655129655 Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that raises the FPS\
129656- \ above 60, <i>without</i> breaking physics. It works by keeping the\
129657- \ physics update at a fixed 60 FPS and smoothing the entity/camera/etc positions\
129658- \ during render at 120+ FPS. It should work with most modded maps — I've been\
129659- \ using it successfully with Strawberry Jam levels. Please read the Smooth Camera\
129660- \ section for more on compatibility.\r\n<br><br><b>\r\n Note that the demo\
129661- \ video is 60FPS, so it's not a true representation of what the\r\n mod will\
129662- \ look like on a 120hz+ monitor, there is no motion blur when actually playing.\
129663- \ Thank you Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"\
129664- RedColor\"><span class=\" GreenColor\"><b>I have verified the accuracy of physics\
129665- \ with this mod enabled by running the Any% TAS, which still finishes like normal,\
129666- \ but at a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth\
129667- \ Camera</h2>\r\nThis lets the camera move continuously: that is, half of a pixel\
129668- \ could be shown on\r\nthe side of the screen while the camera is moving. This\
129669- \ is especially noticeable when the camera is slowly catching up to the player.\
129670- \ <span class=\" GreenColor\">This works regardless of FPS, so if you only have\
129671- \ a 60hz monitor, this option will still make the game smoother!</span> Like everything\
129672- \ in this mod, this does not affect physics in any way, and the camera still moves\
129673- \ exactly like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
129674- \ in two different ways:\r\n<ul>\r\n <li><b>Highest Quality</b>: <span\
129675- \ class=\" GreenColor\">[Recommended]</span> This substantially changes Celeste's\
129676- \ rendering pipeline to render everything at a 6x internal scale, so that the\
129677- \ gameplay and foreground can be composited onto the background with a fractional-pixel\
129678- \ offset. This makes for the highest-quality result, but it may impact performance\
129679- \ on low-end systems, and it requires drawing the foreground at high resolution,\
129656+ \ above 60,\_ <i>without</i>\_breaking physics. It works by keeping the physics \
129657+ \ update at a fixed 60 FPS and smoothing the entity/camera/etc positions during \
129658+ \ render at 120+ FPS. It should work with most modded maps — I've been using it \
129659+ \ successfully with Strawberry Jam levels. Please read the Smooth Camera section \
129660+ \ for more on compatibility.\r\n<br><br><b>\r\n Note that the demo video is \
129661+ \ 60FPS, so it's not a true representation of what the\r\n mod will look like \
129662+ \ on a 120hz+ monitor, there is no motion blur when actually playing. Thank you\_ \
129663+ Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"> <span class=\"\
129664+ GreenColor\"><b>I have verified the accuracy of physics with this mod enabled \
129665+ \ by running the Any% TAS, which still finishes like normal, but at a buttery \
129666+ \ smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth Camera</h2>\r\n \
129667+ This lets the camera move continuously: that is, half of a pixel could be shown \
129668+ \ on\r\nthe side of the screen while the camera is moving. This is especially \
129669+ \ noticeable when the camera is slowly catching up to the player. <span class=\" \
129670+ GreenColor\">This works regardless of FPS, so if you only have a 60hz monitor, \
129671+ \ this option will still make the game smoother!</span> Like everything in this \
129672+ \ mod, this does not affect physics in any way, and the camera still moves exactly \
129673+ \ like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
129674+ \ in two different ways:\r\n<ul>\r\n <li><b>Highest Quality</b>:\_ <span class=\" \
129675+ GreenColor\">[Recommended]</span>\_This substantially changes Celeste's rendering \
129676+ \ pipeline to render everything at a 6x internal scale, so that the gameplay and \
129677+ \ foreground can be composited onto the background with a fractional-pixel offset. \
129678+ \ This makes for the highest-quality result, but it may impact performance on \
129679+ \ low-end systems, and it requires drawing the foreground at high resolution,\
129680129680 \ so there is the occasional minor visual artifact (for example the snow in chapter\
129681129681 \ 7 moving smoothly). More importantly, <b>this mode may be incompatible with\
129682129682 \ a small number of other mods</b>. Compatibility is currently very good, but\
129683129683 \ if you encounter a visual glitch in a level, please ping Cruz (the current maintainer)\
129684129684 \ in the Celeste discord server. Until or unless it's fixed, you'll have to use\
129685129685 \ the other mode instead. See below for a list of current known issues.<br></li>\r\
129686- \n <li><b>Most Compatible</b>: This accomplishes the same effect as the\
129687- \ previous smoothing mode, but by unlocking the camera from the pixel grid instead.\
129688- \ Since it doesn't drastically change the internal rendering, this is compatible\
129689- \ with nearly every mod, but it has the drawback that the background jitters uncontrollably\
129686+ \n <li><b>Most Compatible</b>:\_This accomplishes the same effect as the previous \
129687+ \ smoothing mode, but by unlocking the camera from the pixel grid instead. Since \
129688+ \ it doesn't drastically change the internal rendering, this is compatible with \
129689+ \ nearly every mod, but it has the drawback that the background jitters uncontrollably\
129690129690 \ when moving the camera. This isn't the end of the world, but it's recommended\
129691- \ to use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>: This\
129692- \ smoothing can also be disabled.</li></ul><br>Known incompatible mods:<br><ul><li\
129693- \ class=\"SelectedElement\">Extended Camera Dynamics: incompatible with Highest\
129694- \ Quality (the necessary fixes have been made to that mod; this will be fixed\
129695- \ when it updates)</li><li class=\"SelectedElement\">Style Mask Helper: Causes\
129696- \ visual issues on Highest Quality (for example in the Secret Santa 2024 Collab\
129697- \ lobby)</li></ul><br><h2>Smooth Background</h2>\r\nWhen Smooth Camera is set\
129698- \ to Highest Quality, the background can also be rendered at 6x internal resolution.\
129699- \ This allows parallax backgrounds to be rendered with smooth detail, and it also\
129700- \ fixes occasional slight color issues that occur with a particular kind of parallax\
129701- \ background (for example in the final checkpoints of Farewell). On by default,\
129702- \ and the performance impact on top of the hires renderer should be minimal.<br><br>\r\
129703- \n\r\n<h2>Render Madeline with Subpixel Precision</h2>\r\nThis setting rewrites\
129704- \ the gameplay renderer to draw Madeline at her exact subpixel-precise position\
129705- \ while moving. She is drawn snapped to the pixel grid when not moving, both to\
129706- \ avoid visual oddities and so that information about subpixel position cannot\
129707- \ be gleaned. Like the previous setting, this is only possible when Smooth Camera\
129708- \ is set to Highest Quality. This effect is surprisingly striking, and Madeline's\
129709- \ sprite is much more clear and smooth when this is enabled. On by default, and\
129710- \ the performance impact on top of the hires renderer should be minimal.<br><br>\r\
129711- \n\r\nIn general, we recommend turning on as many of the smoothing options as\
129712- \ possible without interfering with the map you're playing, the performance of\
129713- \ the game, and your personal preference! <br><br><h2>Smoothing Modes</h2>\r\
129714- \nSeparate from camera smoothing, objects themselves have their position smoothed.\r\
129715- \n<ul>\r\n <li><b>Extrapolate</b>: <span class=\"GreenColor\">[Recommended]</span> This\
129716- \ mode predicts object\r\n positions based on previous updates. It feels\
129717- \ very similar to vanilla, but it can introduce very brief (visual only) weirdness\
129718- \ when changing quickly from a high speed to a low one (for example, buffering\
129719- \ a vertical dash out of a dream block).<br></li>\r\n <li><b>Interpolate</b>:\
129720- \ This mode interpolates object positions between the last two physics updates.\
129721- \ This mode\r\n is more technically correct, but it adds an extra 1–2 frames\
129722- \ of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\n\
129723- For this mod to work, we need to somehow get the game to draw above 60FPS, but\
129724- \ keep the physics updates at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>: <span\
129725- \ class=\"GreenColor\">[Recommended] </span>Has the best compatibility, but\r\
129726- \n restricts your FPS to increments of 60. For a 144hz monitor, you could\
129727- \ try 120 or 180 and see which looks the\r\n best.\r\n </li>\r\n \
129728- \ <li><b>Dynamic</b>: Allows you to select any number for FPS (like 144) but at\
129729- \ the cost of mod compatibility.\r\n It's rare, but if a mod tries to hook\
129730- \ the main XNA Tick method, then one of the mods might not work\r\n properly.\
129731- \ (Breaks TAS Recorder, and maybe others). \r\n </li>\r\n</ul>"
129691+ \ to use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>:\_\
129692+ This smoothing can also be disabled.</li></ul><br>Known incompatible mods:<br><ul\
129693+ \ class=\"SelectedElement\"><li>Style Mask Helper: Causes visual issues on Highest\
129694+ \ Quality (for example in the Secret Santa 2024 Collab lobby)</li></ul><br><h2>Smooth\
129695+ \ Background</h2>\r\nWhen Smooth Camera is set to Highest Quality, the background\
129696+ \ can also be rendered at 6x internal resolution. This allows parallax backgrounds\
129697+ \ to be rendered with smooth detail, and it also fixes occasional slight color\
129698+ \ issues that occur with a particular kind of parallax background (for example\
129699+ \ in the final checkpoints of Farewell). On by default, and the performance impact\
129700+ \ on top of the hires renderer should be minimal.<br><br>\r\n\r\n<h2>Render Madeline\
129701+ \ with Subpixel Precision</h2>\r\nThis setting rewrites the gameplay renderer\
129702+ \ to draw Madeline at her exact subpixel-precise position while moving. She is\
129703+ \ drawn snapped to the pixel grid when not moving, both to avoid visual oddities\
129704+ \ and so that information about subpixel position cannot be gleaned. Like the\
129705+ \ previous setting, this is only possible when Smooth Camera is set to\_Highest\
129706+ \ Quality. This effect is surprisingly striking, and Madeline's sprite is much\
129707+ \ more clear and smooth when this is enabled. On by default, and the performance\
129708+ \ impact on top of the hires renderer should be minimal.<br><br>\r\n\r\nIn general,\
129709+ \ we recommend turning on as many of the smoothing options as possible without\
129710+ \ interfering with the map you're playing, the performance of the game, and your\
129711+ \ personal preference!\_<br><br><h2>Smoothing Modes</h2>\r\nSeparate from camera\
129712+ \ smoothing, objects themselves have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:\_\
129713+ <span class=\"GreenColor\">[Recommended]</span>\_This mode predicts object\r\n\
129714+ \ positions based on previous updates. It feels very similar to vanilla,\
129715+ \ but it can introduce very brief (visual only) weirdness when changing quickly\
129716+ \ from a high speed to a low one (for example, buffering a vertical dash out of\
129717+ \ a dream block).<br></li>\r\n <li><b>Interpolate</b>: This mode interpolates\
129718+ \ object positions between the last two physics updates. This mode\r\n \
129719+ \ is more technically correct, but it adds an extra 1–2 frames of input delay.\r\
129720+ \n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work,\
129721+ \ we need to somehow get the game to draw above 60FPS, but keep the physics updates\
129722+ \ at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:\_<span class=\"GreenColor\"\
129723+ >[Recommended]\_</span>Has the best compatibility, but\r\n restricts your\
129724+ \ FPS to increments of 60. For a 144hz monitor, you could try 120 or 180 and see\
129725+ \ which looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows\
129726+ \ you to select any number for FPS (like 144) but at the cost of mod compatibility.\r\
129727+ \n It's rare, but if a mod tries to hook the main XNA Tick method, then\
129728+ \ one of the mods might not work\r\n properly. (Breaks TAS Recorder, and\
129729+ \ maybe others).\_\r\n </li>\r\n</ul>"
129732129730 CreatedDate: 1716069297
129733- ModifiedDate: 1769092962
129731+ ModifiedDate: 1769182554
129734129732 UpdatedDate: 1768872262
129735129733 Screenshots:
129736129734 - https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
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129740129738 - https://celestemodupdater.0x0a.de/banana-mirror-images/img_ss_mods_66491f59cb21f.png
129741129739 - https://celestemodupdater.0x0a.de/banana-mirror-images/img_ss_mods_664916980f89e.png
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