FiveM Guides/RE+ learning path/RE+ From Zero

Guide 003 · Absolute beginner

RE+ from zero. No assumed knowledge.

This is the page to open when words like marker, spline, shutter, sample or capture mode mean nothing yet. Follow it in order and you will understand what RE+ changes, build a simple camera move and export a short test without guessing.

RE+ behavior checked against the current projectCoreFX / crxhvrd
Accuracy rule

Only the RE+ repository is treated as proof of what RE+ does. Videos from Rockstar Games and independent educators are used to show the base editor or a filmmaking concept. Their role is labelled beside every player.

RE+ extends Rockstar Editor. It does not replace the whole editor.

You still record clips in GTA V or FiveM, build a project in Rockstar Editor, add camera markers and press Export. RE+ adds curved camera paths, procedural shake, scene overrides, lifted editor limits and a replacement render pipeline to that existing workflow.

ROCKSTAR EDITOR

The base workspace

  • Records replay clips
  • Builds the project timeline
  • Stores markers and clip edits
  • Provides the Export screen
ROCKSTAR EDITOR+

The extension

  • Curves Smooth camera moves
  • Adds deterministic six-axis shake
  • Overrides time, weather and wetness
  • Replaces export when its renderer is enabled

The feature boundary above follows the project owner’s README and current source. RE+ supports GTA V Legacy and Enhanced, singleplayer and FiveM with one build.Verify with the RE+ project

WATCH · ROCKSTAR GAMES

See the editor RE+ builds on

Rockstar’s official introduction shows the base recording, project and camera workflow. RE+ adds features to this editor rather than creating a separate timeline application.

Official Rockstar Editor overview. It predates RE+ and does not demonstrate RE+ features.Watch on YouTube

The four objects you touch in every RE+ shot.

1

Record a clip

Capture the gameplay action first. The clip keeps replay information so the editor can later move the camera around it.

2

Add it to a project

A project orders your clips on the timeline. RE+ renders every clip in that project when its renderer takes over Export.

3

Open the clip

Inside the clip, move the playhead to the moment where a camera instruction should begin or change.

4

Create camera markers

Each marker stores a camera state. Movement happens because the editor travels from one timed marker to the next.

Rockstar’s guide is the source for the base clip, project, marker and camera workflow. RE+ then extends the camera and export behavior documented in its own project.Verify with Rockstar Games

WATCH · KEFRESH

Rockstar Editor camera controls for beginners

This walkthrough shows the base editor controls, adding and working with camera markers, and navigating a clip. Learn this layer first because RE+ settings appear inside the same interface.

Independent GTA V tutorial. Useful for base controls, not evidence of RE+ behavior.Watch on YouTube

A smooth shot needs useful markers before it needs advanced settings.

RE+ takes markers using the stock Smooth blend and joins them with a spline. Position, rotation and FOV can each be driven by that curve. A marker can also override the curve shape, add ease-in or ease-out, or force one segment back to stock behavior.

Place fewer, meaningful markers

Use a marker where the shot must start, turn, reframe or finish. Extra markers can create unnecessary direction changes.

Pick pacing before tension

Natural is the default. Continuous creates one metered speed curve. Per Segment lets every marker pair pace itself.

Judge position, rotation and FOV separately

A clean path can still feel wrong if the camera rotates too soon or the FOV changes without purpose.

RE+ choiceWhat it means for a beginnerTry it when
NaturalMarker timing drives the path and the curve carries its own speedYou want the normal RE+ starting behavior
ContinuousOne fitted speed curve runs across all markersYou want a measured, even move
Per SegmentEvery marker pair is paced independentlyOne part of the shot needs different timing
Stock overrideRE+ stops curving that individual segmentA single transition should behave like the original editor

Spline channels, Smooth-blend takeover, pacing modes and per-marker overrides above come from the official camera-and-scene documentation.Verify with the RE+ project

WATCH · STUDIOBINDER

Understand why cameras move

This lesson visually separates pans, tilts, dollies, trucks, cranes and other movements. Use it to choose the shape of a move before reproducing that intention with RE+ markers.

General filmmaking education. It teaches movement language, not RE+ controls.Watch on YouTube
WATCH · STUDIOBINDER

Choose the shot size before the path

Wide, medium and close shots communicate different information. Decide the framing first, then use RE+ to move between deliberate compositions.

General filmmaking education. Shot-size terminology applies to the creative decision, not the mod implementation.Watch on YouTube
10-MINUTE PRACTICE

Build one three-marker move.

  1. Start wide and static.
  2. Move closer at the second marker without changing FOV.
  3. Finish on a tighter subject angle.
  4. Keep all three markers on Smooth blend.
  5. Watch once with Natural, then once with Continuous.

Change only the pacing mode. If you change the path and pacing together, you will not know which change fixed or broke the shot.

These controls sit on top of the camera path. They do not rescue a bad path.

PROCEDURAL SHAKE

Movement added after the path

Set the stock Shake row to Rockstar Editor+ to use it. Simple mode exposes amplitude, frequency and variation. Motion coupling can scale the shake from camera movement, while Stop When Still fades it when the camera parks.

Open the full shake chapter
SCENE OVERRIDES

Lighting and weather substituted during playback

Scene controls can replace time of day, weather, weather blend and wetness. Timecycle is the master switch because the clip normally replays its already-resolved lighting state.

Open the full scene chapter
Common beginner mistake

Do not add heavy shake because a camera move feels empty. First fix marker placement, speed and framing. Shake should add human texture, not hide path problems.

The shake units, motion coupling, Stop When Still and scene substitution behavior are documented by RE+ and are covered in separate handbook chapters to avoid repeating them here.Verify with the RE+ project

Four settings answer four different questions.

FRAME RATE

How many finished frames per second?

RenderFps controls output cadence. It does not decide how many samples build each frame.

SHUTTER

How long is each frame exposed?

RenderShutter changes the duration of the motion trail. A value of 0.5 corresponds to 180°.

SAMPLES

How many rendered moments fill that exposure?

RenderSamples changes how completely the motion trail is reconstructed, not how long it is.

CAPTURE MODE

How should RE+ build each frame?

Sliding keeps playback moving, Walking seeks exact sample times and Depth of Field sweeps a physical aperture.

RE+ documents each sample as a real render at a real instant, 3 samples for quick setup and 0.5 as the 180° convention.Verify with the RE+ project

WATCH · VIDEO SCHOOL

Frame rate explained before you choose 24, 30 or 60

This lesson shows what frame rate changes visually. In RE+, the value is the delivered output rate. Sampling and shutter remain separate controls.

General cinematography lesson. RE+ output behavior is verified separately through the project documentation.Watch on YouTube
WATCH · IN DEPTH CINE

Shutter angle and visible motion blur

See why 90°, 180° and 360° exposures produce different motion trails. RE+ stores this as a 0 to 1 shutter fraction, so 0.25, 0.5 and 1.0 map to those angles.

Visual cinematography lesson. The equation is checked against ARRI and the RE+ value mapping against RE+ itself.Watch on YouTube

ARRI’s physical-camera equation verifies that 180° at 24 fps is a 1/48 second exposure. RE+ expresses 180° as a 0.5 shutter value.Verify with ARRI

Sliding and Walking build motion blur. Depth of Field builds a lens pass.

Sliding and Walking average the requested number of real renders into each output frame. Sliding plays the clip in controlled slow motion while it samples. Walking pauses and seeks exact sample times. Depth of Field uses Walking timing but replaces the normal sample loop with a physical-aperture pass.

CONCEPT VISUAL · BASED ON THE OFFICIAL RE+ DOCUMENTATION

Watch how each mode travels through the same exposure.

CONTINUOUS PLAYBACKSliding
Temporal history stays warm
  1. 1 Replay keeps moving
  2. 2 Effects keep updating
  3. 3 RE+ samples along the motion

Smooth continuity, but each requested sample time is approached through slowed playback.

PAUSE AND SEEKWalking
History resets at every seek
  1. 1 Replay pauses
  2. 2 RE+ seeks to an exact midpoint
  3. 3 One sample is captured

Exact sample timing, but particles and temporal effects lose their previous-frame history.

This is an explanatory animation, not captured GTA footage. It visualizes the behavior documented by the RE+ project so the difference is easier to see.

START HERE

Use Sliding first

It is the RE+ default and keeps particles, TAA, SSR and ray-traced history simulating between samples.

TEST WHEN NEEDED

Try Walking for exact timing

Use it when Sliding looks wrong or for short shutters, then check whether cold temporal history damages the result.

SPECIALIST MODE

Use Depth of Field for optical defocus

Every frame becomes an aperture sweep. It can take hours, so prove the shot in Sliding before opening the dedicated lens chapter.

The animation and mode advice use the project’s exact documented behavior: continuous slow playback versus pause-and-seek, warm versus reset temporal effects, approximate versus exact shutter timing.Verify with the RE+ project

WATCH · WILLIAM FAUCHER

See temporal sampling build motion blur

This Unreal Engine render lesson gives a clear visual model of temporal samples spread across an exposure. That underlying idea helps explain why RE+ collects multiple real moments, but the video does not document Sliding or Walking.

There is currently no verified YouTube demonstration of RE+ Sliding versus Walking. The animation above is the exact RE+ explanation; this video teaches only the broader sampling concept.Watch on YouTube

Epic independently describes temporal samples as slices of shutter-open time. This supports the general learning model only; RE+ mode behavior remains sourced exclusively from RE+.Verify with Epic Games

TECHNICAL FOLLOW-UP · GUIDE 002Open the formulas, sample timeline and performance comparison

Render ten seconds before you render the whole project.

  1. 1

    Confirm the render bridge is ready

    RE+ rendering requires ReShade with full add-on support and the bundled modified IgcsConnector.addon64. The Export screen reports what is missing.

  2. 2

    Choose Video or Frames

    Video sends completed frames to FFmpeg and cleans them as it goes. Frames writes a numbered image sequence plus assembly commands and audio.

  3. 3

    Begin with a small test

    Use Sliding and 3 samples while checking the shot. Pick the frame rate you actually need. A 0.5 shutter is the familiar 180° starting point, not a mandatory creative rule.

  4. 4

    Watch the parts that reveal failure

    Check wheel spokes, hands, bright reflections, particle effects and the edge of fast camera moves. A still frame cannot prove temporal behavior is clean.

  5. 5

    Raise samples only after the test works

    More samples cost more captures per output frame. Increase them for a short final-quality test before committing the whole project.

  6. 6

    Change one variable at a time

    If blur is too long, change shutter. If the trail looks stepped, change samples. If temporal effects break, compare Sliding and Walking.

SETUP TESTSliding · 3 samplesOfficial RE+ quick-setup advice
FAMILIAR MOTION0.5 shutter180° convention, not a requirement
FINAL CHECKShort section firstEditorial workflow advice

Renderer requirements, output modes, the 3-sample setup recommendation, real sample cost and Export behavior are all documented by the project owner.Verify with the RE+ project

The RE+ beginner glossary.

Clip
A recorded slice of GTA replay data. It is not a finished video file.
Project
The Rockstar Editor timeline that holds one or more clips.
Marker
A timed instruction inside a clip. Camera position, blend and RE+ overrides can change at markers.
Free Camera
A camera you place independently from the recorded gameplay view.
Smooth blend
The stock transition type RE+ uses for its spline camera by default.
Spline
A curved camera path calculated through your markers instead of straight marker-to-marker travel.
FOV
Field of view. Lower values look tighter and more telephoto; higher values show more of the scene.
FPS
Finished output frames delivered each second.
Shutter
The fraction of each frame interval used for exposure and motion blur.
Sample
One real rendered moment that contributes to a finished output frame.
Temporal history
Information effects such as TAA, SSR and some particles carry from previous frames.
Render preset
The FFmpeg encoding instructions used to assemble the captured frames into a video.

A beginner does not need to memorize every value.

You know a clip is replay data, not the finished video.

You can explain what a marker changes.

You understand that the path, rotation and FOV are separate choices.

You know shutter changes blur length while samples change reconstruction.

You know Sliding and Walking are timing methods, while Depth of Field is a separate aperture-sampling workflow.

You test a short section before a full render.