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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: 32113
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Downloads: 12344
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Views: 32122
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Downloads: 12374
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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\_<i>without</i>\_breaking physics. <b>You do not need a high refresh monitor\
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\ to get most of the benefit of Motion Smoothing!\_</b>The higher fps options\
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\ work by keeping the physics update at a fixed 60 FPS and smoothing the entity/camera/etc\
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\ positions during render at 120+ FPS. Motion Smoothing should work with most\
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\ modded maps, but please read the Smooth Camera section for more on compatibility.\r\
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\n<br><br><b>\r\n Note that the demo video is 60 fps, so it's not a true representation\
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\ of what the\r\n mod will look like on a 120hz+ monitor; there is no motion\
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\ blur when actually playing. Thank you\_Klyx for\r\n the video!</b>\r\n<br><br>\r\
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\ 60&nbsp;<i>without</i>&nbsp;breaking physics. <b><span class=\"GreenColor\"\
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>You do not need a high refresh rate monitor to get most of the benefit of Motion\
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\ Smoothing!&nbsp;</span></b>The higher fps options work 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. Motion Smoothing should work with most modded maps, but\
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\ please read the Smooth Camera section for more on compatibility.\r\n<br><br><b>\r\
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\n Note that the demo video is 60 fps, so it's not a true representation of\
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\ what the\r\n mod will look like on a 120hz+ monitor; there is no motion blur\
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\ when actually playing. Thank you&nbsp;Klyx for\r\n the video!</b>\r\n<br><br>\r\
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\n<span class=\"RedColor\"><span class=\"GreenColor\"><b>I have verified the accuracy\
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\ of physics with this mod enabled by running the Any% TAS, which still finishes\
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\ like normal, but at a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\
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\n<h2>Smooth Camera</h2>\r\nThis lets the camera move continuously: that is, half\
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\ of a pixel could be shown on\r\nthe side of the screen while the camera is moving.\
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\ This is especially noticeable when the camera is slowly catching up to the player.\
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\ <b>This works regardless of FPS, so if you only have a 60hz monitor, this option\
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\ will still make the game much smoother!</b>\_Like everything in this mod, this\
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\ does not affect physics in any way, and the camera still moves exactly like\
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\ normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished in two\
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\ different ways:\r\n<ul>\r\n <li><b>Highest Quality</b>:\_<span class=\"GreenColor\"\
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>[Recommended]</span>\_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,\
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\ 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>:\_\
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This accomplishes the same effect as the previous smoothing mode, but by unlocking\
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\ will still make the game much smoother!</b>&nbsp;Like everything in this mod,\
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\ 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 class=\"SelectedElement\"><b>Highest\
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\ Quality</b>:&nbsp;<span class=\"GreenColor\">[Recommended]</span>&nbsp;This\
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\ substantially changes Celeste's rendering pipeline to render everything at a\
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\ 6x internal scale, so that the gameplay and foreground can be composited onto\
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\ the background with a fractional-pixel offset. This makes for the highest-quality\
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\ result, but it may impact performance on low-end systems, and it requires drawing\
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\ the foreground at high resolution, so there is the occasional minor visual artifact\
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\ (for example the snow in chapter 7 moving smoothly). More importantly, <b>this\
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\ mode may be incompatible with a small number of other mods</b>. There are currently\
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\ no known incompatibilities, so if you encounter a visual glitch in a level,\
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\ please ping Cruz (the current maintainer) in the Celeste discord server. Until\
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\ or unless it's fixed, you'll have to use the other mode instead. See below for\
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\ 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\
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\ the internal rendering, this is compatible with nearly every mod, but it has\
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\ the drawback that the background jitters uncontrollably when moving the camera.\
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\ 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>:\_\
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This smoothing can also be disabled completely.</li></ul><br>Known incompatible\
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\ mods:<br><ul><li>Style Mask Helper: Causes visual issues on Highest Quality\
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\ (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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\ instead when possible.<br></li>\r\n <li><b>Off</b>:&nbsp;This smoothing can\
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\ also be disabled completely.</li></ul><br><h2>Smooth Background</h2>\r\nWhen\
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\ Smooth Camera is set to Highest Quality, the background can also be rendered\
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\ at 6x internal resolution. This allows parallax backgrounds to be rendered with\
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\ smooth detail, and it also fixes occasional slight color issues that occur with\
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\ a particular kind of parallax background (for example in the final checkpoints\
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\ of Farewell). On by default, and the performance impact on top of the hires\
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\ renderer should be minimal.<br><br>\r\n\r\n<h2>Render Madeline with Subpixel\
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\ Precision</h2>\r\nThis setting rewrites the gameplay renderer to draw Madeline\
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\ at her exact subpixel-precise position while moving. She is drawn snapped to\
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\ the pixel grid when not moving, both to avoid visual oddities and so that information\
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\ about subpixel position cannot be gleaned. Like the previous setting, this is\
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\ only possible when Smooth Camera is set to&nbsp;Highest Quality. This effect\
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\ is surprisingly striking, and Madeline's sprite is much more clear and smooth\
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\ when this is enabled. On by default, and the performance impact on top of the\
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\ hires renderer should be minimal.<br><br>\r\n\r\nIn general, we recommend turning\
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\ on as many of the smoothing options as possible without interfering with the\
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\ map you're playing, the performance of the game, and your personal preference!&nbsp;<br><br><h2>Smoothing\
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\ Modes</h2>\r\nSeparate from camera smoothing, objects themselves have their\
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\ position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>:&nbsp;<span class=\"\
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GreenColor\">[Recommended]</span>&nbsp;This mode predicts object\r\n positions\
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\ based on previous updates. It feels very similar to vanilla, but it can introduce\
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\ very brief (visual only) weirdness when changing quickly from a high speed to\
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\ a low one (for example, buffering a vertical dash out of a dream block).<br></li>\r\
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\n <li><b>Interpolate</b>: This mode interpolates object positions between\
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\ the last two physics updates. This mode\r\n is more technically correct,\
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\ but it adds an extra 1–2 frames of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\
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\n\r\n<h2>Update Mode</h2>\r\nFor this mod to work, we need to somehow get the\
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\ game to draw above 60FPS, but keep the physics updates at 60FPS.<br>\r\n<ul>\r\
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\n <li><b>Interval</b>:&nbsp;<span class=\"GreenColor\">[Recommended]&nbsp;</span>Has\
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\ the best compatibility, but\r\n restricts your FPS to increments of 60.\
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\ For a 144hz monitor, you could try 120 or 180 and see which looks the\r\n \
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\ best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows you to select any\
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\ number for FPS (like 144) but at the cost of mod compatibility.\r\n It's\
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\ rare, but if a mod tries to hook the main XNA Tick method, then one of the mods\
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\ might not work\r\n properly. (Breaks TAS Recorder, and maybe others).&nbsp;\r\
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\n </li>\r\n</ul>"
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CreatedDate: 1716069297
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ModifiedDate: 1769832282
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ModifiedDate: 1769871628
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UpdatedDate: 1769832336
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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: 76544
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CreatedDate: 1769832262
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Downloads: 64
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Downloads: 97
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URL: https://gamebanana.com/dl/1613813
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Name: motionsmoothing-v1-3-15.zip
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- Description: v1.3.13
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HasEverestYaml: true
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Size: 75350
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CreatedDate: 1769740742
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Downloads: 172
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Downloads: 176
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URL: https://gamebanana.com/dl/1613144
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Name: motionsmoothing-v1-3-13.zip
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CategoryId: 4632

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