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Features

F5 Boost gives players control over game rendering through four categories: graphics presets, performance modes, quality sliders, and toggle options. Each one targets different aspects of the engine.

Graphics Presets

Presets are quick shortcuts that set all four quality sliders at once. Selecting a preset immediately applies the values and updates the sliders in the UI.

PresetShadowObjectsCharactersVehicles
Ultra100%100%100%100%
High80%80%80%80%
Balanced50%50%50%50%
Medium40%40%40%40%
Low25%25%25%25%
Potato10%10%10%10%
Minimal0%5%5%5%

Presets only change slider values. They don't touch toggle options or the performance mode.

Performance Modes

Performance modes are presets for the toggle options. They set all six toggles at once.

ToggleQualityBalancedPerformance
Clear EventsOffOffOn
Light ReflectionsOnOnOff
Rain & WindOnOnOff
Blood StainsOnOffOff
Fire EffectsOnOnOff
ScenariosOnOffOff

Performance mode also controls some per-frame behaviors. In "Performance" mode, the script suppresses AI shocking event reactions every frame and clears cops in a 400m radius every 5 seconds.

Quality Sliders

Each slider controls a value from 0% to 100%. The value maps to different engine natives depending on the setting.

Shadows (shadowDistance)

Controls cascade shadow rendering.

Value RangeEffect
0-14%Shadows almost disabled. Aircraft mode and dynamic depth off
15-29%Minimal shadows. Entity tracker disabled
30-100%Full shadow system with entity tracking and dynamic depth

Natives used: CascadeShadowsSetCascadeBoundsScale, CascadeShadowsEnableEntityTracker, CascadeShadowsSetEntityTrackerScale, CascadeShadowsSetAircraftMode, CascadeShadowsSetDynamicDepthMode, CascadeShadowsSetDynamicDepthValue.

Objects (objectQuality)

Controls LOD (level of detail) scaling and world detail.

Value RangeEffect
Below 30%Reduced model budgets, vehicle trails and footstep tracks disabled
30%+Normal model budgets, trails and tracks enabled
Per-frameLOD scale: 0.2 + (value/100) * 0.8. At 100% = 1.0 (normal), at 0% = 0.2 (minimal detail)

Characters (characterQuality)

Controls pedestrian density and spawning.

Per-frame natives (applied every tick):

  • SetPedDensityMultiplierThisFrame
  • SetRandomVehicleDensityMultiplierThisFrame
  • SetAmbientPedRangeMultiplierThisFrame

Below 30%: garbage trucks, random boats, random trains, and random cops are disabled.

Vehicles (vehicleDistance)

Controls vehicle density and draw distance.

Per-frame natives:

  • SetParkedVehicleDensityMultiplierThisFrame
  • SetVehicleDensityMultiplierThisFrame
  • SetAmbientVehicleRangeMultiplierThisFrame

Below 30%: far draw vehicles disabled, distant cop sirens disabled.

Toggle Options

Six on/off switches that control specific engine features.

Clear Events

When enabled, the script actively cleans up the game world:

  • Disables decal rendering every frame
  • Clears broken glass, decals, projectiles, and particle effects every 5 seconds in a 250m radius

Light Reflections

Controls artificial city lights using SetArtificialLightsState. When disabled, ambient city lights are turned off. Vehicle headlights are never affected (hardcoded via SetArtificialLightsStateAffectsVehicles(false)).

Rain & Wind

When disabled:

  • Rain level is forced to 0 every frame (prevents conflict with weather sync scripts like vSync or qb-weathersync)
  • Wind speed and direction are set to 0 once
info

The script deliberately does not use SetWeatherTypeNowPersist because it would conflict with server weather sync. Rain suppression is done per-frame with SetRainLevel(0.0) instead, which is safe to use alongside any weather system.

Blood Stains

When disabled, clears blood damage on the player ped every 5 seconds.

Fire Effects

When disabled, extinguishes fires in a 250m radius every 5 seconds using StopFireInRange.

Scenarios

Controls ambient NPC scenario density via SetScenarioPedDensityMultiplierThisFrame. When disabled, no ambient NPCs will be performing scenarios (sitting on benches, smoking, etc).

How Settings Are Stored

Settings are saved in two places:

  1. Client-side (KVP): Every change is immediately saved to FiveM's Key-Value Pair storage. This persists between sessions without a database.
  2. Server-side (profiles): Players can save named profiles in the database. See Profiles.

On join, the script loads KVP data first. If the player has no saved settings, it checks for a default profile from the database.