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updatermirror/mod_search_database.yaml

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<br><br>\r\n<span class=\"RedColor\"><span class=\"GreenColor\"><b>I have verified\
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\ the accuracy of physics with this mod enabled by running the Any% TAS, which\
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\ still finishes like normal, but at a buttery smooth 120+ FPS!</b></span></span>\r\
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\n<br><br>\r\n<h2>Smooth Camera</h2>\r\nThis lets the camera move continuously:\
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\ that is, half of a pixel could be shown on\r\nthe side of the screen while the\
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\ camera is moving. This is especially noticeable when the camera is slowly catching\
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\ up to the player. <b>This works regardless of FPS, so if you only have a 60hz\
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\ monitor, this option will still make the game much smoother!</b>&nbsp;Like everything\
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\ in this mod, this does not affect physics in any way, and the camera still moves\
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\ exactly 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>Fancy</b>:&nbsp;<span class=\"\
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GreenColor\">[Recommended]</span>&nbsp;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&nbsp;may be incompatible with a small number of other\
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\ mods. There are currently no known incompatibilities, so if you encounter a\
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\ visual glitch in a level, please ping Cruz (the current maintainer) in the Celeste\
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\n<br><br>\r\n<h1>Camera Smoothing</h1>\r\nThe Smooth Camera setting lets the\
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\ camera move continuously: that is, half of a pixel could be shown on\r\nthe\
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\ side of the screen while the camera is moving. This is especially noticeable\
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\ when the camera is slowly catching up to the player. <b>This works regardless\
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\ of FPS, so if you only have a 60hz monitor, this option will still make the\
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\ game much smoother!</b>&nbsp;Like everything in this mod, this does not affect\
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\ physics at all, and the camera still moves exactly like normal, only smoother.<br><br>\r\
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\nCamera smoothing can be accomplished in two different ways:\r\n<ul>\r\n <li><b>Fancy</b>:&nbsp;<span\
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\ class=\"GreenColor\">[Recommended]</span>&nbsp;This substantially changes Celeste's\
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\ rendering pipeline to render everything at a 6x internal scale, so that the\
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\ gameplay and foreground can be composited onto the background with a fractional-pixel\
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\ offset. This makes for the highest-quality result, but it may impact performance\
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\ on low-end systems, and it&nbsp;may be incompatible with a small number of other\
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\ mods. There are currently no known incompatibilities or visual glitches, so\
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\ if you encounter either, please ping Cruz (the current maintainer) in the Celeste\
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\ discord server. Until or unless it's fixed, you'll have to use the Fast mode\
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\ instead.<br></li>\r\n <li><b>Fast</b>:&nbsp;This accomplishes the same effect\
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\ as the previous smoothing mode, but by unlocking the camera from the pixel grid\
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\ instead. Since it doesn't drastically change the internal rendering, this is\
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\ compatible with nearly every mod, but it has the drawback that the background\
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\ as the previous smoothing mode, but by directly unlocking the camera from the\
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\ pixel grid instead. Since it doesn't drastically change the internal rendering,\
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\ this is compatible with nearly every mod, but it has the drawback that the background\
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\ jitters uncontrollably when moving the camera. This can be visually distracting,\
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\ so it's recommended to use the previous mode instead when possible.<br></li>\r\
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\n <li><b>Off</b>:&nbsp;This smoothing can also be disabled completely.</li></ul><br><br><h2>Render\
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\n <li><b>Off</b>:&nbsp;This smoothing can also be disabled completely.</li></ul><br><h2>Render\
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\ Madeline with Subpixel Precision</h2>With Fancy camera smoothing, Madeline can\
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\ be drawn at her exact, subpixel-precise position while moving, which dramatically\
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\ improves the clarity of her sprite while moving. There are many safeguards in\
@@ -129853,30 +129853,31 @@
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\ especially in levels with unusually complicated backgrounds.<br><br>In 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!&nbsp;<br><br><h2>Object Smoothing</h2>Motion Smoothing\
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\ personal preference!&nbsp;<br><br><br><h1>Higher Framerates</h1>Motion Smoothing\
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\ always keeps Celeste's physics running at 60 FPS. When the framerate is increased\
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\ above 60, the extra frames in between physics frames are rendered by predicting\
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\ where all of the objects in the level (including Madeline) should be, based\
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\ on their velocity. There are two slightly different ways to do this.<ul>\r\n\
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\ <li><b>Extrapolate</b>:&nbsp;<span class=\"GreenColor\">[Recommended]</span>&nbsp;Uses\
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\ on their current position and velocity.<br><br><h2>Object Smoothing</h2>There\
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\ are two slightly different ways to predict where objects will be on non-physics\
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\ frames.<ul>\r\n <li><b>Extrapolate</b>:&nbsp;<span class=\"GreenColor\">[Recommended]</span>&nbsp;Uses\
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\ objects' current velocity to predict where they should be. When objects unexpectedly\
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\ change velocity, this can introduce very brief visual artifacts. In practice,\
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\ this is so rare and so brief that it is functionally unnoticeable.<br></li>\r\
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\n <li><b>Interpolate</b>: Uses the last two physics frames to calculate exactly\
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\ where objects should be in between. This is more technically correct, but it\
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\ adds an extra 1–2 frames of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\
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\n<h2>Update Mode</h2>\r\nRaising the framerate above 60 can be accomplished in\
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\ two ways:<br>\r\n<ul>\r\n <li><b>Interval</b>:&nbsp;<span class=\"GreenColor\"\
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>[Recommended] </span>Draws one or more extra frames for every physics frame.\
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\ This has the best compatibility, but it restricts the 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 class=\"SelectedElement\"><b>Dynamic</b>:\
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\ Decouples the physics updates from the rendering. This allows any framerate\
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\ (like 144) but at the cost of mod compatibility: while it's unusual, any mod\
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\ that tries to hook the main XNA Tick method, like TAS recorder, will not work\r\
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\n properly.</li>\r\n</ul><br><br>"
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\n<h2 class=\"SelectedElement\">Framerate Increase Method</h2>\r\nRaising the\
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\ framerate above 60 can be accomplished in two ways:<br>\r\n<ul>\r\n <li><b>Interval</b>:&nbsp;<span\
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\ class=\"GreenColor\">[Recommended] </span>Draws one or more extra frames for\
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\ every physics frame. This has the best compatibility, but it restricts the FPS\
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\ to increments of 60. For a 144hz monitor, you could try 120 or 180 and see which\
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\ looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Decouples\
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\ the physics updates from the rendering. This allows any framerate (like 144)\
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\ but at the cost of mod compatibility: while it's unusual, any mod that tries\
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\ to hook the main XNA Tick method, like TAS recorder, will not work\r\n \
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\ properly.</li>\r\n</ul><br><br>"
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CreatedDate: 1716069297
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ModifiedDate: 1772303142
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ModifiedDate: 1772304481
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UpdatedDate: 1772227964
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Screenshots:
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- https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg

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