@@ -129815,29 +129815,29 @@
129815129815 <br><br>\r\n<span class=\"RedColor\"><span class=\"GreenColor\"><b>I have verified\
129816129816 \ the accuracy of physics with this mod enabled by running the Any% TAS, which\
129817129817 \ still finishes like normal, but at a buttery smooth 120+ FPS!</b></span></span>\r\
129818- \n<br><br>\r\n<h2>Smooth Camera</h2 >\r\nThis lets the camera move continuously: \
129819- \ that is, half of a pixel could be shown on\r\nthe side of the screen while the \
129820- \ camera is moving. This is especially noticeable when the camera is slowly catching \
129821- \ up to the player. <b>This works regardless of FPS, so if you only have a 60hz \
129822- \ monitor, this option will still make the game much smoother!</b> Like everything \
129823- \ in this mod, this does not affect physics in any way, and the camera still moves \
129824- \ exactly like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished \
129825- \ in two different ways:\r\n<ul>\r\n <li><b>Fancy</b>: <span class=\" \
129826- GreenColor\">[Recommended]</span> This substantially changes Celeste's rendering \
129827- \ pipeline to render everything at a 6x internal scale, so that the gameplay and \
129828- \ foreground can be composited onto the background with a fractional-pixel offset. \
129829- \ This makes for the highest-quality result, but it may impact performance on \
129830- \ low-end systems, and it may be incompatible with a small number of other\
129831- \ mods. There are currently no known incompatibilities, so if you encounter a \
129832- \ visual glitch in a level , please ping Cruz (the current maintainer) in the Celeste\
129818+ \n<br><br>\r\n<h1> Camera Smoothing</h1 >\r\nThe Smooth Camera setting lets the \
129819+ \ camera move continuously: that is, half of a pixel could be shown on\r\nthe\
129820+ \ side of the screen while the camera is moving. This is especially noticeable\
129821+ \ when the camera is slowly catching up to the player. <b>This works regardless\
129822+ \ of FPS, so if you only have a 60hz monitor, this option will still make the\
129823+ \ game much smoother!</b> Like everything in this mod, this does not affect\
129824+ \ physics at all, and the camera still moves exactly like normal, only smoother.<br><br>\r\
129825+ \nCamera smoothing can be accomplished in two different ways:\r\n<ul>\r\n <li><b>Fancy</b>: <span\
129826+ \ class=\" GreenColor\">[Recommended]</span> This substantially changes Celeste's\
129827+ \ rendering pipeline to render everything at a 6x internal scale, so that the\
129828+ \ gameplay and foreground can be composited onto the background with a fractional-pixel\
129829+ \ offset. This makes for the highest-quality result, but it may impact performance\
129830+ \ on low-end systems, and it may be incompatible with a small number of other\
129831+ \ mods. There are currently no known incompatibilities or visual glitches, so \
129832+ \ if you encounter either , please ping Cruz (the current maintainer) in the Celeste\
129833129833 \ discord server. Until or unless it's fixed, you'll have to use the Fast mode\
129834129834 \ instead.<br></li>\r\n <li><b>Fast</b>: This accomplishes the same effect\
129835- \ as the previous smoothing mode, but by unlocking the camera from the pixel grid \
129836- \ instead. Since it doesn't drastically change the internal rendering, this is \
129837- \ compatible with nearly every mod, but it has the drawback that the background\
129835+ \ as the previous smoothing mode, but by directly unlocking the camera from the\
129836+ \ pixel grid instead. Since it doesn't drastically change the internal rendering,\
129837+ \ this is compatible with nearly every mod, but it has the drawback that the background\
129838129838 \ jitters uncontrollably when moving the camera. This can be visually distracting,\
129839129839 \ so it's recommended to use the previous mode instead when possible.<br></li>\r\
129840- \n <li><b>Off</b>: This smoothing can also be disabled completely.</li></ul><br><br>< h2>Render\
129840+ \n <li><b>Off</b>: This smoothing can also be disabled completely.</li></ul><br><h2>Render\
129841129841 \ Madeline with Subpixel Precision</h2>With Fancy camera smoothing, Madeline can\
129842129842 \ be drawn at her exact, subpixel-precise position while moving, which dramatically\
129843129843 \ improves the clarity of her sprite while moving. There are many safeguards in\
@@ -129853,30 +129853,31 @@
129853129853 \ especially in levels with unusually complicated backgrounds.<br><br>In general,\
129854129854 \ we recommend turning on as many of the smoothing options as possible without\
129855129855 \ interfering with the map you're playing, the performance of the game, and your\
129856- \ personal preference! <br><br><h2>Object Smoothing</h2 >Motion Smoothing\
129856+ \ personal preference! <br><br><br><h1>Higher Framerates</h1 >Motion Smoothing\
129857129857 \ always keeps Celeste's physics running at 60 FPS. When the framerate is increased\
129858129858 \ above 60, the extra frames in between physics frames are rendered by predicting\
129859129859 \ where all of the objects in the level (including Madeline) should be, based\
129860- \ on their velocity. There are two slightly different ways to do this.<ul>\r\n\
129861- \ <li><b>Extrapolate</b>: <span class=\"GreenColor\">[Recommended]</span> Uses\
129860+ \ on their current position and velocity.<br><br><h2>Object Smoothing</h2>There\
129861+ \ are two slightly different ways to predict where objects will be on non-physics\
129862+ \ frames.<ul>\r\n <li><b>Extrapolate</b>: <span class=\"GreenColor\">[Recommended]</span> Uses\
129862129863 \ objects' current velocity to predict where they should be. When objects unexpectedly\
129863129864 \ change velocity, this can introduce very brief visual artifacts. In practice,\
129864129865 \ this is so rare and so brief that it is functionally unnoticeable.<br></li>\r\
129865129866 \n <li><b>Interpolate</b>: Uses the last two physics frames to calculate exactly\
129866129867 \ where objects should be in between. This is more technically correct, but it\
129867129868 \ adds an extra 1–2 frames of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\
129868- \n<h2>Update Mode </h2>\r\nRaising the framerate above 60 can be accomplished in \
129869- \ two ways:<br>\r\n<ul>\r\n <li><b>Interval</b>: <span class=\"GreenColor\" \
129870- >[Recommended] </span>Draws one or more extra frames for every physics frame. \
129871- \ This has the best compatibility, but it restricts the FPS to increments of 60. \
129872- \ For a 144hz monitor, you could try 120 or 180 and see which looks the\r\n \
129873- \ best.\r\n </li>\r\n <li class=\"SelectedElement\" ><b>Dynamic</b>:\
129874- \ Decouples the physics updates from the rendering. This allows any framerate\
129875- \ (like 144) but at the cost of mod compatibility: while it's unusual, any mod\
129876- \ that tries to hook the main XNA Tick method, like TAS recorder, will not work\r\
129877- \n properly.</li>\r\n</ul><br><br>"
129869+ \n<h2 class=\"SelectedElement\">Framerate Increase Method </h2>\r\nRaising the\
129870+ \ framerate above 60 can be accomplished in two ways:<br>\r\n<ul>\r\n <li><b>Interval</b>: <span\
129871+ \ class=\"GreenColor\" >[Recommended] </span>Draws one or more extra frames for\
129872+ \ every physics frame. This has the best compatibility, but it restricts the FPS\
129873+ \ to increments of 60. For a 144hz monitor, you could try 120 or 180 and see which\
129874+ \ looks the\r\n best.\r\n </li>\r\n <li><b>Dynamic</b>: Decouples \
129875+ \ the physics updates from the rendering. This allows any framerate (like 144) \
129876+ \ but at the cost of mod compatibility: while it's unusual, any mod that tries \
129877+ \ to hook the main XNA Tick method, like TAS recorder, will not work\r\n \
129878+ \ properly.</li>\r\n</ul><br><br>"
129878129879 CreatedDate: 1716069297
129879- ModifiedDate: 1772303142
129880+ ModifiedDate: 1772304481
129880129881 UpdatedDate: 1772227964
129881129882 Screenshots:
129882129883 - https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
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