@@ -129510,84 +129510,83 @@
129510129510 Author: fancyfurret
129511129511 Description: 120+ FPS in Celeste without breaking physics!
129512129512 Likes: 23
129513- Views: 30040
129514- Downloads: 8854
129513+ Views: 30117
129514+ Downloads: 9050
129515129515 Text: "<h1>Celeste Motion Smoothing</h1>\r\nA mod for Celeste that raises the FPS\
129516- \ above 60,\_<i>without</i>\_breaking physics. It works by keeping the physics\
129517- \ update at a fixed 60 FPS and smoothing the entity/camera/etc positions during\
129518- \ render at 120+ FPS. It should work with most modded maps — I've been using it\
129519- \ successfully with Strawberry Jam levels. Please read the Smooth Camera section\
129520- \ for more on compatibility.\r\n<br><br><b>\r\n Note that the demo video is\
129521- \ 60FPS, so it's not a true representation of what the\r\n mod will look like\
129522- \ on a 120hz+ monitor, there is no motion blur when actually playing. Thank you\_\
129523- Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"RedColor\"><span class=\"\
129524- GreenColor\"><b>I have verified the accuracy of physics with this mod enabled\
129525- \ by running the Any% TAS, which still finishes like normal, but at a buttery\
129526- \ smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth Camera</h2>\r\n\
129527- This lets the camera move continuously: that is, half of a pixel could be shown\
129528- \ on\r\nthe side of the screen while the camera is moving. This is especially\
129529- \ noticeable when the camera is slowly catching up to the player. <span class=\"\
129530- GreenColor\">This works regardless of FPS, so if you only have a 60hz monitor,\
129531- \ this option will still make the game smoother!</span> Like everything in this\
129532- \ mod, this does not affect physics in any way, and the camera still moves exactly\
129533- \ like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
129534- \ in two different ways:\r\n<ul>\r\n <li><b>Highest Quality</b>:\_<span class=\"\
129535- GreenColor\">[Recommended]</span>\_This substantially changes Celeste's rendering\
129536- \ pipeline to render everything at a 6x internal scale, so that the gameplay and\
129537- \ foreground can be composited onto the background with a fractional-pixel offset.\
129538- \ This makes for the highest-quality result, but it may impact performance on\
129539- \ low-end systems, and it requires drawing the foreground at high resolution,\
129540- \ so there is the occasional minor visual artifact (for example the snow in chapter\
129541- \ 7 moving smoothly). More importantly, <b>this mode is incompatible with a small\
129542- \ number of maps and mods</b>. We are working to improve compatibility, but it's\
129543- \ tough work! If you encounter a game-breaking visual glitch in a level, feel\
129544- \ free to ping Cruz (the current maintainer) in the Celeste discord server. Until\
129545- \ or unless it's fixed, you'll have to use the other mode instead.<br></li>\r\n\
129546- \ <li><b>Most Compatible</b>:\_This accomplishes the same effect as the previous\
129547- \ smoothing mode, but by unlocking the camera from the pixel grid instead. Since\
129548- \ it doesn't drastically change the internal rendering, this is compatible with\
129549- \ nearly every mod, but it has the drawback that the background jitters uncontrollably\
129550- \ when moving the camera. This isn't the end of the world, but it's recommended\
129551- \ to use the Hires mode instead when possible.<br></li>\r\n <li><b>Off</b>:\_\
129552- This smoothing can also be disabled.</li>\r\n</ul><br>Current known incompatible\
129553- \ mods:<br><ul><li class=\"SelectedElement\">auspicioushelper: incompatible with\
129554- \ subpixel precision</li></ul><br><h2>Smooth Background</h2>\r\nWhen Smooth Camera\
129555- \ is set to Highest Quality, the background can also be rendered at 6x internal\
129556- \ resolution. This allows parallax backgrounds to be rendered with smooth detail,\
129557- \ and it also fixes occasional slight color issues that occur with a particular\
129558- \ kind of parallax background (for example in the final checkpoints of Farewell).\
129559- \ On by default, and the performance impact on top of the hires renderer should\
129560- \ be minimal.<br><br>\r\n\r\n<h2>Render Madeline with Subpixel Precision</h2>\r\
129561- \nThis setting rewrites the gameplay renderer to draw Madeline at her exact subpixel-precise\
129562- \ position while moving. She is drawn snapped to the pixel grid when not moving,\
129563- \ both to avoid visual oddities and so that information about subpixel position\
129564- \ cannot be gleaned. Like the previous setting, this is only possible when Smooth\
129565- \ Camera is set to\_Highest Quality. This effect is surprisingly striking, and\
129566- \ Madeline's sprite is much more clear and smooth when this is enabled. On by\
129567- \ default, and the performance impact on top of the hires renderer should be minimal.<br><br>\r\
129568- \n\r\nIn general, we recommend turning on as many of the smoothing options as\
129569- \ possible without interfering with the map you're playing, the performance of\
129570- \ the game, and your personal preference!\_<br><br><h2>Smoothing Modes</h2>\r\n\
129571- Separate from camera smoothing, objects themselves have their position smoothed.\r\
129572- \n<ul>\r\n <li><b>Extrapolate</b>:\_<span class=\"GreenColor\">[Recommended]</span>\_\
129573- This mode predicts object\r\n positions based on previous updates. It feels\
129574- \ very similar to vanilla, but it can introduce very brief (visual only) weirdness\
129575- \ when changing quickly from a high speed to a low one (for example, buffering\
129576- \ a vertical dash out of a dream block).<br></li>\r\n <li><b>Interpolate</b>:\
129577- \ This mode interpolates object positions between the last two physics updates.\
129578- \ This mode\r\n is more technically correct, but it adds an extra 1–2 frames\
129579- \ of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\n\r\n<h2>Update Mode</h2>\r\n\
129580- For this mod to work, we need to somehow get the game to draw above 60FPS, but\
129581- \ keep the physics updates at 60FPS.<br>\r\n<ul>\r\n <li><b>Interval</b>:\_\
129582- <span class=\"GreenColor\">[Recommended]\_</span>Has the best compatibility, but\r\
129583- \n restricts your FPS to increments of 60. For a 144hz monitor, you could\
129584- \ try 120 or 180 and see which looks the\r\n best.\r\n </li>\r\n \
129585- \ <li><b>Dynamic</b>: Allows you to select any number for FPS (like 144) but at\
129586- \ the cost of mod compatibility.\r\n It's rare, but if a mod tries to hook\
129587- \ the main XNA Tick method, then one of the mods might not work\r\n properly.\
129588- \ (Breaks TAS Recorder, and maybe others).\_\r\n </li>\r\n</ul>"
129516+ \ above 60, <i>without</i> breaking physics. It works by keeping the\
129517+ \ physics update at a fixed 60 FPS and smoothing the entity/camera/etc positions\
129518+ \ during render at 120+ FPS. It should work with most modded maps — I've been\
129519+ \ using it successfully with Strawberry Jam levels. Please read the Smooth Camera\
129520+ \ section for more on compatibility.\r\n<br><br><b>\r\n Note that the demo\
129521+ \ video is 60FPS, so it's not a true representation of what the\r\n mod will\
129522+ \ look like on a 120hz+ monitor, there is no motion blur when actually playing.\
129523+ \ Thank you Klyx for\r\n the video!</b>\r\n<br><br>\r\n<span class=\"\
129524+ RedColor\"><span class=\"GreenColor\"><b>I have verified the accuracy of physics\
129525+ \ with this mod enabled by running the Any% TAS, which still finishes like normal,\
129526+ \ but at a buttery smooth 120+ FPS!</b></span></span>\r\n<br><br>\r\n<h2>Smooth\
129527+ \ Camera</h2>\r\nThis lets the camera move continuously: that is, half of a pixel\
129528+ \ could be shown on\r\nthe side of the screen while the camera is moving. This\
129529+ \ is especially noticeable when the camera is slowly catching up to the player.\
129530+ \ <span class=\"GreenColor\">This works regardless of FPS, so if you only have\
129531+ \ a 60hz monitor, this option will still make the game smoother!</span> Like everything\
129532+ \ in this mod, this does not affect physics in any way, and the camera still moves\
129533+ \ exactly like normal, only smoother.<br><br>\r\nCamera smoothing can be accomplished\
129534+ \ in two different ways:\r\n<ul>\r\n <li class=\"SelectedElement\"><b>Highest\
129535+ \ Quality</b>: <span class=\"GreenColor\">[Recommended]</span> This\
129536+ \ substantially changes Celeste's rendering pipeline to render everything at a\
129537+ \ 6x internal scale, so that the gameplay and foreground can be composited onto\
129538+ \ the background with a fractional-pixel offset. This makes for the highest-quality\
129539+ \ result, but it may impact performance on low-end systems, and it requires drawing\
129540+ \ the foreground at high resolution, so there is the occasional minor visual artifact\
129541+ \ (for example the snow in chapter 7 moving smoothly). More importantly, <b>this\
129542+ \ mode may be incompatible with a small number of other mods</b>. Compatibility\
129543+ \ is currently very good, but if you encounter a visual glitch in a level, please\
129544+ \ ping Cruz (the current maintainer) in the Celeste discord server. Until or unless\
129545+ \ it's fixed, you'll have to use the other mode instead.<br></li>\r\n <li><b>Most\
129546+ \ Compatible</b>: This accomplishes the same effect as the previous smoothing\
129547+ \ mode, but by unlocking the camera from the pixel grid instead. Since it doesn't\
129548+ \ drastically change the internal rendering, this is compatible with nearly every\
129549+ \ mod, but it has the drawback that the background jitters uncontrollably when\
129550+ \ moving the camera. This isn't the end of the world, but it's recommended to\
129551+ \ use the previous mode instead when possible.<br></li>\r\n <li><b>Off</b>: This\
129552+ \ smoothing can also be disabled.</li></ul><br><h2>Smooth Background</h2>\r\n\
129553+ When Smooth Camera is set to Highest Quality, the background can also be rendered\
129554+ \ at 6x internal resolution. This allows parallax backgrounds to be rendered with\
129555+ \ smooth detail, and it also fixes occasional slight color issues that occur with\
129556+ \ a particular kind of parallax background (for example in the final checkpoints\
129557+ \ of Farewell). On by default, and the performance impact on top of the hires\
129558+ \ renderer should be minimal.<br><br>\r\n\r\n<h2>Render Madeline with Subpixel\
129559+ \ Precision</h2>\r\nThis setting rewrites the gameplay renderer to draw Madeline\
129560+ \ at her exact subpixel-precise position while moving. She is drawn snapped to\
129561+ \ the pixel grid when not moving, both to avoid visual oddities and so that information\
129562+ \ about subpixel position cannot be gleaned. Like the previous setting, this is\
129563+ \ only possible when Smooth Camera is set to Highest Quality. This effect\
129564+ \ is surprisingly striking, and Madeline's sprite is much more clear and smooth\
129565+ \ when this is enabled. On by default, and the performance impact on top of the\
129566+ \ hires renderer should be minimal.<br><br>\r\n\r\nIn general, we recommend turning\
129567+ \ on as many of the smoothing options as possible without interfering with the\
129568+ \ map you're playing, the performance of the game, and your personal preference! <br><br><h2>Smoothing\
129569+ \ Modes</h2>\r\nSeparate from camera smoothing, objects themselves have their\
129570+ \ position smoothed.\r\n<ul>\r\n <li><b>Extrapolate</b>: <span class=\"\
129571+ GreenColor\">[Recommended]</span> This mode predicts object\r\n positions\
129572+ \ based on previous updates. It feels very similar to vanilla, but it can introduce\
129573+ \ very brief (visual only) weirdness when changing quickly from a high speed to\
129574+ \ a low one (for example, buffering a vertical dash out of a dream block).<br></li>\r\
129575+ \n <li><b>Interpolate</b>: This mode interpolates object positions between\
129576+ \ the last two physics updates. This mode\r\n is more technically correct,\
129577+ \ but it adds an extra 1–2 frames of input delay.\r\n </li>\r\n</ul>\r\n<br>\r\
129578+ \n\r\n<h2>Update Mode</h2>\r\nFor this mod to work, we need to somehow get the\
129579+ \ game to draw above 60FPS, but keep the physics updates at 60FPS.<br>\r\n<ul>\r\
129580+ \n <li><b>Interval</b>: <span class=\"GreenColor\">[Recommended] </span>Has\
129581+ \ the best compatibility, but\r\n restricts your FPS to increments of 60.\
129582+ \ For a 144hz monitor, you could try 120 or 180 and see which looks the\r\n \
129583+ \ best.\r\n </li>\r\n <li><b>Dynamic</b>: Allows you to select any\
129584+ \ number for FPS (like 144) but at the cost of mod compatibility.\r\n It's\
129585+ \ rare, but if a mod tries to hook the main XNA Tick method, then one of the mods\
129586+ \ might not work\r\n properly. (Breaks TAS Recorder, and maybe others). \r\
129587+ \n </li>\r\n</ul>"
129589129588 CreatedDate: 1716069297
129590- ModifiedDate: 1767598430
129589+ ModifiedDate: 1767679159
129591129590 UpdatedDate: 1767598497
129592129591 Screenshots:
129593129592 - https://images.gamebanana.com/img/ss/mods/66491f59cb21f.jpg
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129605129604 URL: https://gamebanana.com/dl/1596030
129606129605 Name: motionsmoothing-v134.zip
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@@ -170276,8 +170275,8 @@
170276170275 Author: Blacklight_____
170277170276 Description: A map about climbing a mountain.
170278170277 Likes: 7
170279- Views: 5677
170280- Downloads: 1011
170278+ Views: 5684
170279+ Downloads: 1018
170281170280 Text: <i>Some climb mountains to find themselves. Others climb to leave themselves
170282170281 behind.</i><br><br><b>Into the Blue</b> is a low-entity Grandmaster map that uses
170283170282 the <a href="https://gamebanana.com/mods/563848">AQUA</a> grappling hook as a
@@ -170286,19 +170285,19 @@
170286170285 climb?<br><br><hr><br>Into the Blue contains 30 main gameplay segments and ranges
170287170286 in difficulty from <span class="GreenColor"><b>Green Grandmaster</b> </span>to
170288170287 <b><span class="RedColor">Red Grandmaster</span>.</b> <b>Previous AQUA knowledge
170289- is not required</b>, but I highly recommend playing <a href="https://gamebanana.com/mods/564725">slipsling</a> to
170288+ is not required</b>, but I highly recommend playing <a href="https://gamebanana.com/mods/564725">slipsling</a> to
170290170289 learn basic grapple movement first.<br><br>The map often requires several grapple,
170291170290 jump, and dash button presses in quick succession; I would strongly recommend
170292170291 using a grapple bind that does not interfere with normal movement binds. You should
170293170292 also be comfortable pressing this bind multiple times in a short window. A second
170294- jump bind is required™ and a crouch dash bind is not. Additionally, Invert Grab
170295- and AQUA's Auto-Grab Rope features are great options for some rooms <i>but not
170296- all;</i> feel free to toggle these settings on and off as needed.<br><br>Into
170293+ jump bind is required™ and a crouch dash bind is not. Additionally, Invert
170294+ Grab and AQUA's Auto-Grab Rope features are great options for some rooms <i>but
170295+ not all;</i> feel free to toggle these settings on and off as needed.<br><br>Into
170297170296 the Blue is intentionally challenging to route; the map frequently expects the
170298170297 player to devise novel uses of the grappling hook based on previous learnings.
170299170298 Room lengths are intentionally kept short as to not require the use of save states,
170300170299 but feel free to do so to solve or practice moves as you'd like. Many gameplay
170301- rooms contain a <span class="GreenColor"><b>hint </b></span>that can be accessed
170300+ rooms contain a <span class="GreenColor"><b>hint </b></span>that can be accessed
170302170301 through the menu. <i>These are intended to be used regardless of whether or not
170303170302 you're self-routing.</i> Hints do not directly spoil the solutions but can help
170304170303 explain key grapple mechanics in more detail. As always, I recommend asking for
@@ -170311,16 +170310,16 @@
170311170310 <a href="https://gamebanana.com/members/3097622">Nebulae<br></a>- unfandemcmillen<br>-
170312170311 <a href="https://gamebanana.com/members/3058755">LuukasM</a><br>- EinsteinsBarber<br>-
170313170312 gargara<br>- <a href="https://gamebanana.com/members/2673977" class="SelectedElement">poorlydrawncactus</a><br>-
170314- Froggo<br><hr><br><b>Author's Note</b><br><br>I had the pleasure of creating this
170315- map during the months-long discovery process of the vast quantity of AQUA tech
170316- that now exists. It was a blast to be able to discover new tech, discuss it with
170317- other enthused grapplers, and then include it in this map. Massive thanks to <a
170318- href="https://gamebanana.com/members/4039563">wanmaple</a>, who not only created
170319- AQUA but also has continually worked to incorporate feedback, add new features,
170320- and fix bugs as they arise. And a huge shoutout to <a href="https://gamebanana.com/members/3097622">Nebulae</a>,
170313+ Froggo<br>- monitor <hr><br><b>Author's Note</b><br><br>I had the pleasure of creating
170314+ this map during the months-long discovery process of the vast quantity of AQUA
170315+ tech that now exists. It was a blast to be able to discover new tech, discuss
170316+ it with other enthused grapplers, and then include it in this map. Massive thanks
170317+ to <a href="https://gamebanana.com/members/4039563">wanmaple</a>, who not only
170318+ created AQUA but also has continually worked to incorporate feedback, add new
170319+ features, and fix bugs as they arise. And a huge shoutout to <a href="https://gamebanana.com/members/3097622">Nebulae</a>,
170321170320 without whom this map and the grappling community at large would not exist.
170322170321 CreatedDate: 1742593626
170323- ModifiedDate: 1765178857
170322+ ModifiedDate: 1767679208
170324170323 UpdatedDate: 1765178907
170325170324 Screenshots:
170326170325 - https://images.gamebanana.com/img/ss/mods/67c07ce89351a.jpg
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