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129740129740 Author: fancyfurret
129741129741 Description: 120+ FPS in Celeste without breaking physics!
129742129742 Likes: 28
129743- Views: 32002
129744- Downloads: 12083
129743+ Views: 32033
129744+ Downloads: 12179
129745129745 Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that greatly improves\
129746129746 \ the smoothness of the camera and Madeline, and also can raise the FPS above\
129747- \ 60 <i>without</i> breaking physics. <b>You do not need a high refresh\
129748- \ monitor to get most of the benefit of Motion Smoothing! </b>The higher\
129749- \ fps options work by keeping the physics update at a fixed 60 FPS and smoothing\
129750- \ the entity/camera/etc positions during render at 120+ FPS. Motion Smoothing\
129751- \ should work with most modded maps, but please read the Smooth Camera section\
129752- \ for more on compatibility.\r\n<br><br><b>\r\n Note that the demo video is\
129753- \ 60 fps, so it's not a true representation of what the\r\n mod will look like\
129754- \ on a 120hz+ monitor; there is no motion blur when actually playing. Thank you Klyx\
129755- \ for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"><span class=\"\
129756- GreenColor\"><b>I have verified the accuracy of physics with this mod enabled\
129757- \ by running the Any% TAS, which still finishes like normal, but at a buttery\
129758- \ smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth Camera</h2>\r\n\
129759- This lets the camera move continuously: that is, half of a pixel could be shown\
129760- \ on\r\nthe side of the screen while the camera is moving. This is especially\
129761- \ noticeable when the camera is slowly catching up to the player. <b>This works\
129762- \ regardless of FPS, so if you only have a 60hz monitor, this option will still\
129763- \ make the game much smoother!</b> Like everything in this mod, this does\
129764- \ not affect physics in any way, and the camera still moves exactly like normal,\
129765- \ only smoother.<br><br>\r\nCamera smoothing can be accomplished in two different\
129766- \ ways:\r\n<ul>\r\n <li><b>Highest Quality</b>: <span class=\"GreenColor\"\
129767- >[Recommended]</span> This substantially changes Celeste's rendering pipeline\
129747+ \ 60\_<i>without</i>\_breaking physics. <b>You do not need a high refresh monitor\
129748+ \ to get most of the benefit of Motion Smoothing!\_</b>The higher fps options\
129749+ \ work by keeping the physics update at a fixed 60 FPS and smoothing the entity/camera/etc\
129750+ \ positions during render at 120+ FPS. Motion Smoothing should work with most\
129751+ \ modded maps, but please read the Smooth Camera section for more on compatibility.\r\
129752+ \n<br><br><b>\r\n Note that the demo video is 60 fps, so it's not a true representation\
129753+ \ of what the\r\n mod will look like on a 120hz+ monitor; there is no motion\
129754+ \ blur when actually playing. Thank you\_Klyx for\r\n the video!</b>\r\n<br><br>\r\
129755+ \n<span class=\"RedColor\"><span class=\"GreenColor\"><b>I have verified the accuracy\
129756+ \ of physics with this mod enabled by running the Any% TAS, which still finishes\
129757+ \ like normal, but at a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\
129758+ \n<h2>Smooth Camera</h2>\r\nThis lets the camera move continuously: that is, half\
129759+ \ of a pixel could be shown on\r\nthe side of the screen while the camera is moving.\
129760+ \ This is especially noticeable when the camera is slowly catching up to the player.\
129761+ \ <b>This works regardless of FPS, so if you only have a 60hz monitor, this option\
129762+ \ will still make the game much smoother!</b>\_Like everything in this mod, this\
129763+ \ does not affect physics in any way, and the camera still moves exactly like\
129764+ \ normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished in two\
129765+ \ different ways:\r\n<ul>\r\n <li><b>Highest Quality</b>:\_<span class=\"GreenColor\"\
129766+ >[Recommended]</span>\_This substantially changes Celeste's rendering pipeline\
129768129767 \ to render everything at a 6x internal scale, so that the gameplay and foreground\
129769129768 \ can be composited onto the background with a fractional-pixel offset. This makes\
129770129769 \ for the highest-quality result, but it may impact performance on low-end systems,\
@@ -129774,53 +129773,54 @@
129774129773 \ Compatibility is currently very good, but if you encounter a visual glitch in\
129775129774 \ a level, please ping Cruz (the current maintainer) in the Celeste discord server.\
129776129775 \ Until or unless it's fixed, you'll have to use the other mode instead. See below\
129777- \ for a list of current known issues.<br></li>\r\n <li><b>Most Compatible</b>: This \
129778- \ accomplishes the same effect as the previous smoothing mode, but by unlocking\
129776+ \ for a list of current known issues.<br></li>\r\n <li><b>Most Compatible</b>:\_ \
129777+ This accomplishes the same effect as the previous smoothing mode, but by unlocking\
129779129778 \ the camera from the pixel grid instead. Since it doesn't drastically change\
129780129779 \ the internal rendering, this is compatible with nearly every mod, but it has\
129781129780 \ the drawback that the background jitters uncontrollably when moving the camera.\
129782129781 \ This isn't the end of the world, but it's recommended to use the previous mode\
129783- \ instead when possible.<br></li>\r\n <li class=\"SelectedElement\"><b>Off</b>: This\
129784- \ smoothing can also be disabled completely.</li></ul><br>Known incompatible mods:<br><ul><li>Style\
129785- \ Mask Helper: Causes visual issues on Highest Quality (for example in the Secret\
129786- \ Santa 2024 Collab lobby)</li></ul><br><h2>Smooth Background</h2>\r\nWhen Smooth\
129787- \ Camera is set to Highest Quality, the background can also be rendered at 6x\
129788- \ internal resolution. This allows parallax backgrounds to be rendered with smooth\
129789- \ detail, and it also fixes occasional slight color issues that occur with a particular\
129790- \ kind of parallax background (for example in the final checkpoints of Farewell).\
129791- \ On by default, and the performance impact on top of the hires renderer should\
129792- \ be minimal.<br><br>\r\n\r\n<h2>Render Madeline with Subpixel Precision</h2>\r\
129793- \nThis setting rewrites the gameplay renderer to draw Madeline at her exact subpixel-precise\
129794- \ position while moving. She is drawn snapped to the pixel grid when not moving,\
129795- \ both to avoid visual oddities and so that information about subpixel position\
129796- \ cannot be gleaned. Like the previous setting, this is only possible when Smooth\
129797- \ Camera is set to Highest Quality. This effect is surprisingly striking,\
129798- \ and Madeline's sprite is much more clear and smooth when this is enabled. On\
129799- \ by default, and the performance impact on top of the hires renderer should be\
129800- \ minimal.<br><br>\r\n\r\nIn general, we recommend turning on as many of the smoothing\
129801- \ options as possible without interfering with the map you're playing, the performance\
129802- \ of the game, and your personal preference! <br><br><h2>Smoothing Modes</h2>\r\
129803- \nSeparate from camera smoothing, objects themselves have their position smoothed.\r\
129804- \n<ul>\r\n <li><b>Extrapolate</b>: <span class=\"GreenColor\">[Recommended]</span> This\
129805- \ mode predicts object\r\n positions based on previous updates. It feels\
129806- \ very similar to vanilla, but it can introduce very brief (visual only) weirdness\
129807- \ when changing quickly from a high speed to a low one (for example, buffering\
129808- \ a vertical dash out of a dream block).<br></li>\r\n <li><b>Interpolate</b>:\
129809- \ This mode interpolates object positions between the last two physics updates.\
129810- \ This mode\r\n is more technically correct, but it adds an extra 1–2 frames\
129811- \ of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\n\
129812- For this mod to work, we need to somehow get the game to draw above 60FPS, but\
129813- \ keep the physics updates at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>: <span\
129814- \ class=\"GreenColor\">[Recommended] </span>Has the best compatibility, but\r\
129815- \n restricts your FPS to increments of 60. For a 144hz monitor, you could\
129816- \ try 120 or 180 and see which looks the\r\n best.\r\n </li>\r\n \
129817- \ <li><b>Dynamic</b>: Allows you to select any number for FPS (like 144) but at\
129818- \ the cost of mod compatibility.\r\n It's rare, but if a mod tries to hook\
129819- \ the main XNA Tick method, then one of the mods might not work\r\n properly.\
129820- \ (Breaks TAS Recorder, and maybe others). \r\n </li>\r\n</ul>"
129782+ \ instead when possible.<br></li>\r\n <li class=\"SelectedElement\"><b>Off</b>:\_\
129783+ This smoothing can also be disabled completely.</li></ul><br>Known incompatible\
129784+ \ mods:<br><ul><li>Style Mask Helper: Causes visual issues on Highest Quality\
129785+ \ (for example in the Secret Santa 2024 Collab lobby)</li></ul><br><h2>Smooth\
129786+ \ Background</h2>\r\nWhen Smooth Camera is set to Highest Quality, the background\
129787+ \ can also be rendered at 6x internal resolution. This allows parallax backgrounds\
129788+ \ to be rendered with smooth detail, and it also fixes occasional slight color\
129789+ \ issues that occur with a particular kind of parallax background (for example\
129790+ \ in the final checkpoints of Farewell). On by default, and the performance impact\
129791+ \ on top of the hires renderer should be minimal.<br><br>\r\n\r\n<h2>Render Madeline\
129792+ \ with Subpixel Precision</h2>\r\nThis setting rewrites the gameplay renderer\
129793+ \ to draw Madeline at her exact subpixel-precise position while moving. She is\
129794+ \ drawn snapped to the pixel grid when not moving, both to avoid visual oddities\
129795+ \ and so that information about subpixel position cannot be gleaned. Like the\
129796+ \ previous setting, this is only possible when Smooth Camera is set to\_Highest\
129797+ \ Quality. This effect is surprisingly striking, and Madeline's sprite is much\
129798+ \ more clear and smooth when this is enabled. On by default, and the performance\
129799+ \ impact on top of the hires renderer should be minimal.<br><br>\r\n\r\nIn general,\
129800+ \ we recommend turning on as many of the smoothing options as possible without\
129801+ \ interfering with the map you're playing, the performance of the game, and your\
129802+ \ personal preference!\_<br><br><h2>Smoothing Modes</h2>\r\nSeparate from camera\
129803+ \ smoothing, objects themselves have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:\_\
129804+ <span class=\"GreenColor\">[Recommended]</span>\_This mode predicts object\r\n\
129805+ \ positions based on previous updates. It feels very similar to vanilla,\
129806+ \ but it can introduce very brief (visual only) weirdness when changing quickly\
129807+ \ from a high speed to a low one (for example, buffering a vertical dash out of\
129808+ \ a dream block).<br></li>\r\n <li><b>Interpolate</b>: This mode interpolates\
129809+ \ object positions between the last two physics updates. This mode\r\n \
129810+ \ is more technically correct, but it adds an extra 1–2 frames of input delay.\r\
129811+ \n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work,\
129812+ \ we need to somehow get the game to draw above 60FPS, but keep the physics updates\
129813+ \ at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:\_<span class=\"GreenColor\"\
129814+ >[Recommended]\_</span>Has the best compatibility, but\r\n restricts your\
129815+ \ FPS to increments of 60. For a 144hz monitor, you could try 120 or 180 and see\
129816+ \ which looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows\
129817+ \ you to select any number for FPS (like 144) but at the cost of mod compatibility.\r\
129818+ \n It's rare, but if a mod tries to hook the main XNA Tick method, then\
129819+ \ one of the mods might not work\r\n properly. (Breaks TAS Recorder, and\
129820+ \ maybe others).\_\r\n </li>\r\n</ul>"
129821129821 CreatedDate: 1716069297
129822- ModifiedDate: 1769740774
129823- UpdatedDate: 1769741177
129822+ ModifiedDate: 1769807201
129823+ UpdatedDate: 1769807283
129824129824 Screenshots:
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@@ -220176,7 +220183,7 @@
220176220183 NEWS: no backboost (will change this if you keep cheesing)</li></ul><br>Reach
220177220184 me to improve this mod (<span class="GreenColor">DrPerlin#8219</span>).'
220178220185 CreatedDate: 1767654474
220179- ModifiedDate: 1769805856
220186+ ModifiedDate: 1769807076
220180220187 UpdatedDate: 1769738419
220181220188 Screenshots:
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