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129783129783 Downloads: 15201
129784129784 Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that greatly improves\
129785129785 \ the smoothness of the camera and Madeline, and also can raise the FPS above\
129786- \ 60\_<i>without</i>\_breaking physics. <b><span class=\"GreenColor\">You do not\
129787- \ need a high refresh rate monitor to get most of the benefit of Motion Smoothing!\_\
129788- </span></b>The higher fps options work by keeping the physics update at a fixed\
129789- \ 60 FPS and smoothing the entity/camera/etc positions during render at 120+ FPS.\
129790- \ Motion Smoothing should work with most modded maps, but please read the Smooth\
129791- \ Camera section for more on compatibility.\r\n<br><br><b>\r\n Note that the\
129792- \ demo video is 60 fps, so it's not a true representation of what the\r\n mod\
129793- \ will look like on a 120hz+ monitor; there is no motion blur when actually playing.\
129794- \ Thank you\_Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"\
129795- ><span class=\"GreenColor\"><b>I have verified the accuracy of physics with this\
129796- \ mod enabled by running the Any% TAS, which still finishes like normal, but at\
129797- \ a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth Camera</h2>\r\
129798- \nThis lets the camera move continuously: that is, half of a pixel could be shown\
129799- \ on\r\nthe side of the screen while the camera is moving. This is especially\
129800- \ noticeable when the camera is slowly catching up to the player. <b>This works\
129801- \ regardless of FPS, so if you only have a 60hz monitor, this option will still\
129802- \ make the game much smoother!</b>\_Like everything in this mod, this does not\
129803- \ affect physics in any way, and the camera still moves exactly like normal, only\
129804- \ smoother.<br><br>\r\nCamera smoothing can be accomplished in two different ways:\r\
129805- \n<ul>\r\n <li class=\"SelectedElement\"><b>Fancy</b>:\_<span class=\"GreenColor\"\
129806- >[Recommended]</span>\_This substantially changes Celeste's rendering pipeline\
129807- \ to render everything at a 6x internal scale, so that the gameplay and foreground\
129808- \ can be composited onto the background with a fractional-pixel offset. This makes\
129809- \ for the highest-quality result, but it may impact performance on low-end systems,\
129810- \ and it requires drawing the foreground at high resolution, so there is the occasional\
129811- \ minor visual artifact (for example the snow in chapter 7 moving smoothly). More\
129812- \ importantly, <b>this mode may be incompatible with a small number of other mods</b>.\
129813- \ There are currently no known incompatibilities, so if you encounter a visual\
129814- \ glitch in a level, please ping Cruz (the current maintainer) in the Celeste\
129815- \ discord server. Until or unless it's fixed, you'll have to use the other mode\
129816- \ instead. See below for a list of current known issues.<br></li>\r\n <li><b>Fast</b>:\_\
129817- This accomplishes the same effect as the previous smoothing mode, but by unlocking\
129818- \ the camera from the pixel grid instead. Since it doesn't drastically change\
129819- \ the internal rendering, this is compatible with nearly every mod, but it has\
129820- \ the drawback that the background jitters uncontrollably when moving the camera.\
129821- \ This isn't the end of the world, but it's recommended to use the previous mode\
129822- \ instead when possible.<br></li>\r\n <li><b>Off</b>:\_This smoothing can also\
129823- \ be disabled completely.</li></ul><br><h2>Smooth Background</h2>\r\nWhen Smooth\
129824- \ Camera is set to Fancy, the background can also be rendered at 6x internal resolution.\
129825- \ This allows parallax backgrounds to be rendered with smooth detail, and it also\
129826- \ fixes occasional slight color issues that occur with a particular kind of parallax\
129827- \ background (for example in the final checkpoints of Farewell). On by default,\
129828- \ and the performance impact on top of the hires renderer should be minimal.<br><br>\r\
129829- \n\r\n<h2>Render Madeline with Subpixel Precision</h2>\r\nThis setting rewrites\
129830- \ the gameplay renderer to draw Madeline at her exact subpixel-precise position\
129831- \ while moving. She is drawn snapped to the pixel grid when not moving, both to\
129832- \ avoid visual oddities and so that information about subpixel position cannot\
129833- \ be gleaned. Like the previous setting, this is only possible when Smooth Camera\
129834- \ is set to\_Fancy. This effect is surprisingly striking, and Madeline's sprite\
129835- \ is much more clear and smooth when this is enabled. On by default, and the performance\
129836- \ impact on top of the hires renderer should be minimal.<br><br>\r\n\r\nIn general,\
129837- \ we recommend turning on as many of the smoothing options as possible without\
129838- \ interfering with the map you're playing, the performance of the game, and your\
129839- \ personal preference!\_<br><br><h2>Smoothing Modes</h2>\r\nSeparate from camera\
129840- \ smoothing, objects themselves have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:\_\
129841- <span class=\"GreenColor\">[Recommended]</span>\_This mode predicts object\r\n\
129842- \ positions based on previous updates. It feels very similar to vanilla,\
129843- \ but it can introduce very brief (visual only) weirdness when changing quickly\
129844- \ from a high speed to a low one (for example, buffering a vertical dash out of\
129845- \ a dream block).<br></li>\r\n <li><b>Interpolate</b>: This mode interpolates\
129846- \ object positions between the last two physics updates. This mode\r\n \
129847- \ is more technically correct, but it adds an extra 1–2 frames of input delay.\r\
129848- \n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work,\
129849- \ we need to somehow get the game to draw above 60FPS, but keep the physics updates\
129850- \ at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:\_<span class=\"GreenColor\"\
129851- >[Recommended]\_</span>Has the best compatibility, but\r\n restricts your\
129852- \ FPS to increments of 60. For a 144hz monitor, you could try 120 or 180 and see\
129853- \ which looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows\
129854- \ you to select any number for FPS (like 144) but at the cost of mod compatibility.\r\
129786+ \ 60 <i>without</i> breaking physics. <b><span class=\"GreenColor\"\
129787+ >You do not need a high refresh rate monitor to get the vast majority of the benefit\
129788+ \ of Motion Smoothing! </span></b>The higher fps options work by keeping\
129789+ \ the physics update at a fixed 60 FPS but rendering using extrapolated entity/camera/etc\
129790+ \ positions during at 120+ FPS. Motion Smoothing should work with most modded\
129791+ \ maps, but please read the Smooth Camera section for more on compatibility.\r\
129792+ \n<br><br><b>\r\n Note that the demo video is 60 fps, so it's not a true representation\
129793+ \ of what the\r\n mod will look like on a 120hz+ monitor; there is no motion\
129794+ \ blur when actually playing. Thank you Klyx for\r\n the video!</b>\r\n\
129795+ <br><br>\r\n<span class=\"RedColor\"><span class=\"GreenColor\"><b>I have verified\
129796+ \ the accuracy of physics with this mod enabled by running the Any% TAS, which\
129797+ \ still finishes like normal, but at a buttery smooth 120+ FPS!</b></span></span>\r\
129798+ \n<br><br>\r\n<h2>Smooth Camera</h2>\r\nThis lets the camera move continuously:\
129799+ \ that is, half of a pixel could be shown on\r\nthe side of the screen while the\
129800+ \ camera is moving. This is especially noticeable when the camera is slowly catching\
129801+ \ up to the player. <b>This works regardless of FPS, so if you only have a 60hz\
129802+ \ monitor, this option will still make the game much smoother!</b> Like everything\
129803+ \ in this mod, this does not affect physics in any way, and the camera still moves\
129804+ \ exactly like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
129805+ \ in two different ways:\r\n<ul>\r\n <li><b>Fancy</b>: <span class=\"\
129806+ GreenColor\">[Recommended]</span> This substantially changes Celeste's rendering\
129807+ \ pipeline to render everything at a 6x internal scale, so that the gameplay and\
129808+ \ foreground can be composited onto the background with a fractional-pixel offset.\
129809+ \ This makes for the highest-quality result, but it may impact performance on\
129810+ \ low-end systems, and it may be incompatible with a small number of other\
129811+ \ mods. There are currently no known incompatibilities, so if you encounter a\
129812+ \ visual glitch in a level, please ping Cruz (the current maintainer) in the Celeste\
129813+ \ discord server. Until or unless it's fixed, you'll have to use the Fast mode\
129814+ \ instead.<br></li>\r\n <li><b>Fast</b>: This accomplishes the same effect\
129815+ \ as the previous smoothing mode, but by unlocking the camera from the pixel grid\
129816+ \ instead. Since it doesn't drastically change the internal rendering, this is\
129817+ \ compatible with nearly every mod, but it has the drawback that the background\
129818+ \ jitters uncontrollably when moving the camera. This can be visually distracting,\
129819+ \ so it's recommended to use the previous mode instead when possible.<br></li>\r\
129820+ \n <li><b>Off</b>: This smoothing can also be disabled completely.</li></ul><br><br><h2>Render\
129821+ \ Madeline with Subpixel Precision</h2>With Fancy camera smoothing, Madeline can\
129822+ \ be drawn at her exact, subpixel-precise position while moving. She is drawn\
129823+ \ snapped to the pixel grid when not moving and in a number of other edge cases,\
129824+ \ both to avoid visual oddities and so that information about subpixel position\
129825+ \ cannot be gleaned. This effect is surprisingly striking, and Madeline's sprite\
129826+ \ is much more clear and smooth when this is enabled. Turning this setting off\
129827+ \ may slightly improve performance.<br><br><h2>Smooth Background</h2>With Fancy\
129828+ \ camera smoothing, the background can also be rendered at 6x internal resolution,\
129829+ \ which allows parallax backgrounds to be rendered with smooth detail. Turning\
129830+ \ this setting off may slightly <i>worsen</i> performance, and also introduce\
129831+ \ occasional color issues that occur with a particular kind of parallax background\
129832+ \ (for example in the final checkpoints of Farewell). <br><br><h2>Smooth\
129833+ \ Foreground</h2>This is identical to the smooth background setting, but for foreground\
129834+ \ objects (for example, when this setting is on, the snow in chapters 4 and 7\
129835+ \ drifts smoothly, rather than being snapped to the pixel grid). Turning this\
129836+ \ setting off will prevent most, but not all, foreground objects from being smoothed;\
129837+ \ while the vast majority of objects can have smoothing disabled, objects with\
129838+ \ complicated blend states cannot. The more objects a level has that cannot be\
129839+ \ smoothed, the more performance will be impacted when this setting is off.<br><br>In\
129840+ \ general, we recommend turning on as many of the smoothing options as possible\
129841+ \ without interfering with the map you're playing, the performance of the game,\
129842+ \ and your personal preference! <br><br><h2>Smoothing Modes</h2>\r\nSeparate\
129843+ \ from camera smoothing, objects themselves have their position smoothed.\r\n\
129844+ <ul>\r\n <li><b>Extrapolate</b>: <span class=\"GreenColor\">[Recommended]</span> This\
129845+ \ mode predicts object\r\n positions based on previous updates. It feels\
129846+ \ very similar to vanilla, but it can introduce very brief (visual only) artifacts\
129847+ \ when changing quickly from a high speed to a low one (for example, buffering\
129848+ \ a vertical dash out of a dream block).<br></li>\r\n <li><b>Interpolate</b>:\
129849+ \ This mode interpolates object positions between the last two physics updates.\
129850+ \ This mode\r\n is more technically correct, but it adds an extra 1–2 frames\
129851+ \ of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\n\
129852+ To keep physics at 60 FPS while rendering at a higher framerate, there are two\
129853+ \ options:<br>\r\n<ul>\r\n <li><b>Interval</b>: <span class=\"GreenColor\"\
129854+ >[Recommended] </span>Has the best compatibility, but\r\n restricts\
129855+ \ your FPS to increments of 60. For a 144hz monitor, you could try 120 or 180\
129856+ \ and see which looks the\r\n best.\r\n </li>\r\n <li class=\"SelectedElement\"\
129857+ ><b>Dynamic</b>: Allows any number for FPS (like 144) but at the cost of mod compatibility.\r\
129855129858 \n It's rare, but if a mod tries to hook the main XNA Tick method, then\
129856129859 \ one of the mods might not work\r\n properly. (Breaks TAS Recorder, and\
129857- \ maybe others).\_\ r\n </li>\r\n</ul>"
129860+ \ maybe others). \ r\n </li>\r\n</ul><br><br >"
129858129861 CreatedDate: 1716069297
129859- ModifiedDate: 1772169422
129860- UpdatedDate: 1772140654
129862+ ModifiedDate: 1772170884
129863+ UpdatedDate: 1772169801
129861129864 Screenshots:
129862129865 - https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
129863129866 - https://images.gamebanana.com/img/ss/mods/664916980f89e.jpg
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