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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.