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.
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.
01 · Start with the right mental model
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.
The base workspace
- Records replay clips
- Builds the project timeline
- Stores markers and clip edits
- Provides the Export screen
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
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 YouTube02 · Clips, projects and markers
The four objects you touch in every RE+ shot.
Record a clip
Capture the gameplay action first. The clip keeps replay information so the editor can later move the camera around it.
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.
Open the clip
Inside the clip, move the playhead to the moment where a camera instruction should begin or change.
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
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 YouTube03 · RE+ camera paths
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+ choice | What it means for a beginner | Try it when |
|---|---|---|
Natural | Marker timing drives the path and the curve carries its own speed | You want the normal RE+ starting behavior |
Continuous | One fitted speed curve runs across all markers | You want a measured, even move |
Per Segment | Every marker pair is paced independently | One part of the shot needs different timing |
Stock override | RE+ stops curving that individual segment | A 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
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 YouTubeChoose 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 YouTubeBuild one three-marker move.
- Start wide and static.
- Move closer at the second marker without changing FOV.
- Finish on a tighter subject angle.
- Keep all three markers on Smooth blend.
- 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.
04 · Shake and scene controls
These controls sit on top of the camera path. They do not rescue a bad path.
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 chapterLighting 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 chapterDo 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
05 · Rendering without mixing up the controls
Four settings answer four different questions.
How many finished frames per second?
RenderFps controls output cadence. It does not decide how many samples build each frame.
How long is each frame exposed?
RenderShutter changes the duration of the motion trail. A value of 0.5 corresponds to 180°.
How many rendered moments fill that exposure?
RenderSamples changes how completely the motion trail is reconstructed, not how long it is.
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
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 YouTubeShutter 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 YouTubeARRI’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
06 · Choose the capture method
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.
Watch how each mode travels through the same exposure.
- 1 Replay keeps moving
- 2 Effects keep updating
- 3 RE+ samples along the motion
Smooth continuity, but each requested sample time is approached through slowed playback.
- 1 Replay pauses
- 2 RE+ seeks to an exact midpoint
- 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.
Use Sliding first
It is the RE+ default and keeps particles, TAA, SSR and ray-traced history simulating between samples.
Try Walking for exact timing
Use it when Sliding looks wrong or for short shutters, then check whether cold temporal history damages the result.
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
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 YouTubeEpic 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 comparison07 · Your first controlled export
Render ten seconds before you render the whole project.
- 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
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
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
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
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
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.
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
Keep this nearby
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.
You are ready when
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.