@@ -129740,85 +129740,86 @@
129740129740 Author: fancyfurret
129741129741 Description: 120+ FPS in Celeste without breaking physics!
129742129742 Likes: 28
129743- Views: 31865
129744- Downloads: 11954
129745- Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that raises the FPS\
129746- \ above 60,\_<i>without</i>\_breaking physics. It works by keeping the physics\
129747- \ update at a fixed 60 FPS and smoothing the entity/camera/etc positions during\
129748- \ render at 120+ FPS. It should work with most modded maps — I've been using it\
129749- \ successfully with Strawberry Jam levels. Please read the Smooth Camera section\
129743+ Views: 31876
129744+ Downloads: 11966
129745+ Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that greatly improves\
129746+ \ 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\
129750129752 \ for more on compatibility.\r\n<br><br><b>\r\n Note that the demo video is\
129751- \ 60FPS , so it's not a true representation of what the\r\n mod will look like\
129752- \ on a 120hz+ monitor, there is no motion blur when actually playing. Thank you\_ \
129753- Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"><span class=\"\
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=\"\
129754129756 GreenColor\"><b>I have verified the accuracy of physics with this mod enabled\
129755129757 \ by running the Any% TAS, which still finishes like normal, but at a buttery\
129756129758 \ smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth Camera</h2>\r\n\
129757129759 This lets the camera move continuously: that is, half of a pixel could be shown\
129758129760 \ on\r\nthe side of the screen while the camera is moving. This is especially\
129759- \ noticeable when the camera is slowly catching up to the player. <span class=\"\
129760- GreenColor\">This works regardless of FPS, so if you only have a 60hz monitor,\
129761- \ this option will still make the game smoother!</span> Like everything in this\
129762- \ mod, this does not affect physics in any way, and the camera still moves exactly\
129763- \ like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
129764- \ in two different ways:\r\n<ul>\r\n <li><b>Highest Quality</b>:\_<span class=\"\
129765- GreenColor\">[Recommended]</span>\_This substantially changes Celeste's rendering\
129766- \ pipeline to render everything at a 6x internal scale, so that the gameplay and\
129767- \ foreground can be composited onto the background with a fractional-pixel offset.\
129768- \ This makes for the highest-quality result, but it may impact performance on\
129769- \ low-end systems, and it requires drawing the foreground at high resolution,\
129770- \ so there is the occasional minor visual artifact (for example the snow in chapter\
129771- \ 7 moving smoothly). More importantly, <b>this mode may be incompatible with\
129772- \ a small number of other mods</b>. Compatibility is currently very good, but\
129773- \ if you encounter a visual glitch in a level, please ping Cruz (the current maintainer)\
129774- \ in the Celeste discord server. Until or unless it's fixed, you'll have to use\
129775- \ the other mode instead. See below for a list of current known issues.<br></li>\r\
129776- \n <li><b>Most Compatible</b>:\_This accomplishes the same effect as the previous\
129777- \ smoothing mode, but by unlocking the camera from the pixel grid instead. Since\
129778- \ it doesn't drastically change the internal rendering, this is compatible with\
129779- \ nearly every mod, but it has the drawback that the background jitters uncontrollably\
129780- \ when moving the camera. This isn't the end of the world, but it's recommended\
129781- \ to use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>:\_\
129782- This smoothing can also be disabled.</li></ul><br>Known incompatible mods:<br><ul\
129783- \ class=\"SelectedElement\"><li>Style Mask Helper: Causes visual issues on Highest\
129784- \ Quality (for example in the Secret Santa 2024 Collab lobby)</li></ul><br><h2>Smooth\
129785- \ Background</h2>\r\nWhen Smooth Camera is set to Highest Quality, the background\
129786- \ can also be rendered at 6x internal resolution. This allows parallax backgrounds\
129787- \ to be rendered with smooth detail, and it also fixes occasional slight color\
129788- \ issues that occur with a particular kind of parallax background (for example\
129789- \ in the final checkpoints of Farewell). On by default, and the performance impact\
129790- \ on top of the hires renderer should be minimal.<br><br>\r\n\r\n<h2>Render Madeline\
129791- \ with Subpixel Precision</h2>\r\nThis setting rewrites the gameplay renderer\
129792- \ to draw Madeline at her exact subpixel-precise position while moving. She is\
129793- \ drawn snapped to the pixel grid when not moving, both to avoid visual oddities\
129794- \ and so that information about subpixel position cannot be gleaned. Like the\
129795- \ previous setting, this is only possible when Smooth Camera is set to\_Highest\
129796- \ Quality. This effect is surprisingly striking, and Madeline's sprite is much\
129797- \ more clear and smooth when this is enabled. On by default, and the performance\
129798- \ impact on top of the hires renderer should be minimal.<br><br>\r\n\r\nIn general,\
129799- \ we recommend turning on as many of the smoothing options as possible without\
129800- \ interfering with the map you're playing, the performance of the game, and your\
129801- \ personal preference!\_<br><br><h2>Smoothing Modes</h2>\r\nSeparate from camera\
129802- \ smoothing, objects themselves have their position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:\_\
129803- <span class=\"GreenColor\">[Recommended]</span>\_This mode predicts object\r\n\
129804- \ positions based on previous updates. It feels very similar to vanilla,\
129805- \ but it can introduce very brief (visual only) weirdness when changing quickly\
129806- \ from a high speed to a low one (for example, buffering a vertical dash out of\
129807- \ a dream block).<br></li>\r\n <li><b>Interpolate</b>: This mode interpolates\
129808- \ object positions between the last two physics updates. This mode\r\n \
129809- \ is more technically correct, but it adds an extra 1–2 frames of input delay.\r\
129810- \n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work,\
129811- \ we need to somehow get the game to draw above 60FPS, but keep the physics updates\
129812- \ at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:\_<span class=\"GreenColor\"\
129813- >[Recommended]\_</span>Has the best compatibility, but\r\n restricts your\
129814- \ FPS to increments of 60. For a 144hz monitor, you could try 120 or 180 and see\
129815- \ which looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows\
129816- \ you to select any number for FPS (like 144) but at the cost of mod compatibility.\r\
129817- \n It's rare, but if a mod tries to hook the main XNA Tick method, then\
129818- \ one of the mods might not work\r\n properly. (Breaks TAS Recorder, and\
129819- \ maybe others).\_\r\n </li>\r\n</ul>"
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\
129768+ \ to render everything at a 6x internal scale, so that the gameplay and foreground\
129769+ \ can be composited onto the background with a fractional-pixel offset. This makes\
129770+ \ 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\
129772+ \ minor visual artifact (for example the snow in chapter 7 moving smoothly). More\
129773+ \ importantly, <b>this mode may be incompatible with a small number of other mods</b>.\
129774+ \ Compatibility is currently very good, but if you encounter a visual glitch in\
129775+ \ a level, please ping Cruz (the current maintainer) in the Celeste discord server.\
129776+ \ 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\
129779+ \ 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\
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>"
129820129821 CreatedDate: 1716069297
129821- ModifiedDate: 1769182554
129822+ ModifiedDate: 1769625585
129822129823 UpdatedDate: 1769183033
129823129824 Screenshots:
129824129825 - https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
@@ -129832,7 +129833,7 @@
129832129833 HasEverestYaml: true
129833129834 Size: 74991
129834129835 CreatedDate: 1769182532
129835- Downloads: 498
129836+ Downloads: 510
129836129837 URL: https://gamebanana.com/dl/1608486
129837129838 Name: motionsmoothing-v1-3-12.zip
129838129839 - Description: v1.3.11
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