Thank you again for all the amazing work. I've done some little bit of researches but not been terribly confident in my ability to correctly go about implementing the upscaled original limit break texture without breaking the Unified magic textures in general. I thought maybe at some point you'd consider again the option for it in a future version. I took a short video to showcase both the casting animation texture and the limit break done by Grimmy ages ago....
As said i won't do that, my AIO pack is make to be as simple as possible to the final user.
I won't provide tons of options for each texture/stuff.
If you want to use those textures, look at the help i provided to add them as an "additionnal textures" mod, you can't mess up things by using a mod as it'll have its dedicated folder, if you make mistake, just remove this folder and all'll be restored
I do also sometimes wonder why, in some places, figures are drawn sporadically shuddering rather than persisting in position as the camera moves, especially in the gold saucer speed coaster minigame. I think this happens at the very start of the game as the train pulls in as well, the Shinra guards sort of shake until the sequence settles to a fixed angle, as if to simulate a handheld camera? Is that a bug or intentional? In the speed minigame it definitely looks like a bug.
shake of fmv's model is because of 30fps fmv as the camera data needed to be interpolated, it's like to film a video, if you film in 24fps, the camera shake is way less noticable that if you film it in 60 fps, it's the same here.
About coaster minigame i always seen this like this, probably related to the 60fps minigame.