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.
| Preset | Shadow | Objects | Characters | Vehicles |
|---|---|---|---|---|
| Ultra | 100% | 100% | 100% | 100% |
| High | 80% | 80% | 80% | 80% |
| Balanced | 50% | 50% | 50% | 50% |
| Medium | 40% | 40% | 40% | 40% |
| Low | 25% | 25% | 25% | 25% |
| Potato | 10% | 10% | 10% | 10% |
| Minimal | 0% | 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.
| Toggle | Quality | Balanced | Performance |
|---|---|---|---|
| Clear Events | Off | Off | On |
| Light Reflections | On | On | Off |
| Rain & Wind | On | On | Off |
| Blood Stains | On | Off | Off |
| Fire Effects | On | On | Off |
| Scenarios | On | Off | Off |
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 Range | Effect |
|---|---|
| 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 Range | Effect |
|---|---|
| Below 30% | Reduced model budgets, vehicle trails and footstep tracks disabled |
| 30%+ | Normal model budgets, trails and tracks enabled |
| Per-frame | LOD 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):
SetPedDensityMultiplierThisFrameSetRandomVehicleDensityMultiplierThisFrameSetAmbientPedRangeMultiplierThisFrame
Below 30%: garbage trucks, random boats, random trains, and random cops are disabled.
Vehicles (vehicleDistance)
Controls vehicle density and draw distance.
Per-frame natives:
SetParkedVehicleDensityMultiplierThisFrameSetVehicleDensityMultiplierThisFrameSetAmbientVehicleRangeMultiplierThisFrame
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
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:
- Client-side (KVP): Every change is immediately saved to FiveM's Key-Value Pair storage. This persists between sessions without a database.
- 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.