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updatermirror/mod_search_database.yaml

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Author: fancyfurret
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Description: 120+ FPS in Celeste without breaking physics!
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Likes: 28
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Views: 31865
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Downloads: 11954
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Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that raises the FPS\
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\ above 60,\_<i>without</i>\_breaking physics. It works by keeping the physics\
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\ update at a fixed 60 FPS and smoothing the entity/camera/etc positions during\
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\ render at 120+ FPS. It should work with most modded maps — I've been using it\
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\ successfully with Strawberry Jam levels. Please read the Smooth Camera section\
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Views: 31876
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Downloads: 11966
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Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that greatly improves\
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\ the smoothness of the camera and Madeline, and also can raise the FPS above\
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\ 60&nbsp;<i>without</i>&nbsp;breaking physics. <b>You do not need a high refresh\
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\ monitor to get most of the benefit of Motion Smoothing!&nbsp;</b>The higher\
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\ fps options work by keeping the physics update at a fixed 60 FPS and smoothing\
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\ the entity/camera/etc positions during render at 120+ FPS. Motion Smoothing\
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\ should work with most modded maps, but please read the Smooth Camera section\
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\ for more on compatibility.\r\n<br><br><b>\r\n Note that the demo video is\
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\ 60FPS, so it's not a true representation of what the\r\n mod will look like\
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\ on a 120hz+ monitor, there is no motion blur when actually playing. Thank you\_\
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Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"><span class=\"\
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\ 60 fps, so it's not a true representation of what the\r\n mod will look like\
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\ on a 120hz+ monitor; there is no motion blur when actually playing. Thank you&nbsp;Klyx\
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\ for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"><span class=\"\
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GreenColor\"><b>I have verified the accuracy of physics with this mod enabled\
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\ by running the Any% TAS, which still finishes like normal, but at a buttery\
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\ smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth Camera</h2>\r\n\
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This lets the camera move continuously: that is, half of a pixel could be shown\
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\ on\r\nthe side of the screen while the camera is moving. This is especially\
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\ noticeable when the camera is slowly catching up to the player. <span class=\"\
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GreenColor\">This works regardless of FPS, so if you only have a 60hz monitor,\
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\ this option will still make the game smoother!</span> Like everything in this\
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\ mod, this does not affect physics in any way, and the camera still moves exactly\
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\ like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
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\ in two different ways:\r\n<ul>\r\n <li><b>Highest Quality</b>:\_<span class=\"\
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GreenColor\">[Recommended]</span>\_This substantially changes Celeste's rendering\
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\ pipeline to render everything at a 6x internal scale, so that the gameplay and\
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\ foreground can be composited onto the background with a fractional-pixel offset.\
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\ This makes for the highest-quality result, but it may impact performance on\
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\ low-end systems, and it requires drawing the foreground at high resolution,\
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\ so there is the occasional minor visual artifact (for example the snow in chapter\
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\ 7 moving smoothly). More importantly, <b>this mode may be incompatible with\
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\ a small number of other mods</b>. Compatibility is currently very good, but\
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\ if you encounter a visual glitch in a level, please ping Cruz (the current maintainer)\
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\ in the Celeste discord server. Until or unless it's fixed, you'll have to use\
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\ the other mode instead. See below for a list of current known issues.<br></li>\r\
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\n <li><b>Most Compatible</b>:\_This accomplishes the same effect as the previous\
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\ smoothing mode, but by unlocking the camera from the pixel grid instead. Since\
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\ it doesn't drastically change the internal rendering, this is compatible with\
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\ nearly every mod, but it has the drawback that the background jitters uncontrollably\
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\ when moving the camera. This isn't the end of the world, but it's recommended\
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\ to use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>:\_\
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This smoothing can also be disabled.</li></ul><br>Known incompatible mods:<br><ul\
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\ class=\"SelectedElement\"><li>Style Mask Helper: Causes visual issues on Highest\
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\ Quality (for example in the Secret Santa 2024 Collab lobby)</li></ul><br><h2>Smooth\
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\ Background</h2>\r\nWhen Smooth Camera is set to Highest Quality, the background\
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\ can also be rendered at 6x internal resolution. This allows parallax backgrounds\
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\ to be rendered with smooth detail, and it also fixes occasional slight color\
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\ issues that occur with a particular kind of parallax background (for example\
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\ in the final checkpoints of Farewell). On by default, and the performance impact\
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\ on top of the hires renderer should be minimal.<br><br>\r\n\r\n<h2>Render Madeline\
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\ with Subpixel Precision</h2>\r\nThis setting rewrites the gameplay renderer\
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\ to draw Madeline at her exact subpixel-precise position while moving. She is\
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\ drawn snapped to the pixel grid when not moving, both to avoid visual oddities\
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\ and so that information about subpixel position cannot be gleaned. Like the\
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\ previous setting, this is only possible when Smooth Camera is set to\_Highest\
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\ Quality. This effect is surprisingly striking, and Madeline's sprite is much\
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\ more clear and smooth when this is enabled. On by default, and the performance\
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\ impact on top of the hires renderer should be minimal.<br><br>\r\n\r\nIn general,\
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\ we recommend turning on as many of the smoothing options as possible without\
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\ interfering with the map you're playing, the performance of the game, and your\
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\ personal preference!\_<br><br><h2>Smoothing Modes</h2>\r\nSeparate from camera\
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\ smoothing, objects themselves have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:\_\
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<span class=\"GreenColor\">[Recommended]</span>\_This mode predicts object\r\n\
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\ positions based on previous updates. It feels very similar to vanilla,\
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\ but it can introduce very brief (visual only) weirdness when changing quickly\
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\ from a high speed to a low one (for example, buffering a vertical dash out of\
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\ a dream block).<br></li>\r\n <li><b>Interpolate</b>: This mode interpolates\
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\ object positions between the last two physics updates. This mode\r\n \
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\ is more technically correct, but it adds an extra 1–2 frames of input delay.\r\
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\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work,\
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\ we need to somehow get the game to draw above 60FPS, but keep the physics updates\
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\ at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:\_<span class=\"GreenColor\"\
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>[Recommended]\_</span>Has the best compatibility, but\r\n restricts your\
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\ FPS to increments of 60. For a 144hz monitor, you could try 120 or 180 and see\
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\ which looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows\
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\ you to select any number for FPS (like 144) but at the cost of mod compatibility.\r\
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\n It's rare, but if a mod tries to hook the main XNA Tick method, then\
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\ one of the mods might not work\r\n properly. (Breaks TAS Recorder, and\
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\ maybe others).\_\r\n </li>\r\n</ul>"
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\ noticeable when the camera is slowly catching up to the player. <b>This works\
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\ regardless of FPS, so if you only have a 60hz monitor, this option will still\
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\ make the game much smoother!</b>&nbsp;Like everything in this mod, this does\
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\ not affect physics in any way, and the camera still moves exactly like normal,\
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\ only smoother.<br><br>\r\nCamera smoothing can be accomplished in two different\
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\ ways:\r\n<ul>\r\n <li><b>Highest Quality</b>:&nbsp;<span class=\"GreenColor\"\
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>[Recommended]</span>&nbsp;This substantially changes Celeste's rendering pipeline\
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\ to render everything at a 6x internal scale, so that the gameplay and foreground\
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\ can be composited onto the background with a fractional-pixel offset. This makes\
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\ for the highest-quality result, but it may impact performance on low-end systems,\
129771+
\ and it requires drawing the foreground at high resolution, so there is the occasional\
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\ minor visual artifact (for example the snow in chapter 7 moving smoothly). More\
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\ importantly, <b>this mode may be incompatible with a small number of other mods</b>.\
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\ Compatibility is currently very good, but if you encounter a visual glitch in\
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\ a level, please ping Cruz (the current maintainer) in the Celeste discord server.\
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\ Until or unless it's fixed, you'll have to use the other mode instead. See below\
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\ for a list of current known issues.<br></li>\r\n <li><b>Most Compatible</b>:&nbsp;This\
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\ accomplishes the same effect as the previous smoothing mode, but by unlocking\
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\ the camera from the pixel grid instead. Since it doesn't drastically change\
129780+
\ the internal rendering, this is compatible with nearly every mod, but it has\
129781+
\ the drawback that the background jitters uncontrollably when moving the camera.\
129782+
\ This isn't the end of the world, but it's recommended to use the previous mode\
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\ instead when possible.<br></li>\r\n <li class=\"SelectedElement\"><b>Off</b>:&nbsp;This\
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\ smoothing can also be disabled completely.</li></ul><br>Known incompatible mods:<br><ul><li>Style\
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\ Mask Helper: Causes visual issues on Highest Quality (for example in the Secret\
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\ Santa 2024 Collab lobby)</li></ul><br><h2>Smooth Background</h2>\r\nWhen Smooth\
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\ 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\
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\ detail, and it also fixes occasional slight color issues that occur with a particular\
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\ kind of parallax background (for example in the final checkpoints of Farewell).\
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\ On by default, and the performance impact on top of the hires renderer should\
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\ be minimal.<br><br>\r\n\r\n<h2>Render Madeline with Subpixel Precision</h2>\r\
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\nThis setting rewrites the gameplay renderer to draw Madeline at her exact subpixel-precise\
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\ 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\
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\ cannot be gleaned. Like the previous setting, this is only possible when Smooth\
129797+
\ Camera is set to&nbsp;Highest Quality. This effect is surprisingly striking,\
129798+
\ and Madeline's sprite is much more clear and smooth when this is enabled. On\
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\ by default, and the performance impact on top of the hires renderer should be\
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\ minimal.<br><br>\r\n\r\nIn general, we recommend turning on as many of the smoothing\
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\ options as possible without interfering with the map you're playing, the performance\
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\ of the game, and your personal preference!&nbsp;<br><br><h2>Smoothing Modes</h2>\r\
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\nSeparate from camera smoothing, objects themselves have their position smoothed.\r\
129804+
\n<ul>\r\n <li><b>Extrapolate</b>:&nbsp;<span class=\"GreenColor\">[Recommended]</span>&nbsp;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\
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\ 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.\
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\ This mode\r\n is more technically correct, but it adds an extra 1–2 frames\
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\ of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\n\
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For this mod to work, we need to somehow get the game to draw above 60FPS, but\
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\ keep the physics updates at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:&nbsp;<span\
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\ class=\"GreenColor\">[Recommended]&nbsp;</span>Has the best compatibility, but\r\
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\n restricts your FPS to increments of 60. For a 144hz monitor, you could\
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\ try 120 or 180 and see which looks the\r\n best.\r\n </li>\r\n \
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\ <li><b>Dynamic</b>: Allows you to select any number for FPS (like 144) but at\
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\ the cost of mod compatibility.\r\n It's rare, but if a mod tries to hook\
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\ the main XNA Tick method, then one of the mods might not work\r\n properly.\
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\ (Breaks TAS Recorder, and maybe others).&nbsp;\r\n </li>\r\n</ul>"
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CreatedDate: 1716069297
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ModifiedDate: 1769182554
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ModifiedDate: 1769625585
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UpdatedDate: 1769183033
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Screenshots:
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- https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
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HasEverestYaml: true
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Size: 74991
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CreatedDate: 1769182532
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Downloads: 498
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Downloads: 510
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URL: https://gamebanana.com/dl/1608486
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Name: motionsmoothing-v1-3-12.zip
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- Description: v1.3.11

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