FiveM Guides/RE+ Handbook/Depth of field

Guide 03

Physical depth of field is a render mode, not a blur filter.

RE+ can now build every output frame across a real aperture through the modified IGCS Connector. The result has geometric foreground and background defocus, but every frame becomes a full aperture pass and the render can take hours.

Verified against sourceRE+ source at d6c0a318 by crxhvrd

What changed on 10 August 2026

DepthOfField is now the third value for RenderCaptureMode, alongside Sliding and Walking. RE+ seeks each output frame, asks the capture add-on to sweep a physical aperture, waits for that pass to finish and then records the accumulated result.

Real aperture sampling

Defocus comes from viewing the scene through different points on a lens aperture. It is not a screen-space blur applied after the frame is finished.

World-space autofocus

RE+ fires a ray through a chosen point in the frame and measures the surface depth for each output frame.

A separate pass for every frame

Each finished image is a complete aperture sweep. The source explicitly warns that a render measured in minutes elsewhere can take hours here.

This mode was added in commit d6c0a318.Inspect the source change

Requirements before the mode can work

01RE+ build containing d6c0a318

An older ASI does not know the capture mode or its five lens keys.

02ReShade with full add-on support

The restricted ReShade build cannot load the capture bridge.

03Bundled modified IgcsConnector.addon64

A stock IGCS Connector can load normally but does not contain the shared capture channel RE+ drives.

04IgcsDof.fx

Place the bundled shader in reshade-shaders\Shaders\.

05A free-camera project that already renders

Prove a short Sliding render first so a dependency problem is not mistaken for a lens problem.

The five settings owned by this mode

SettingOfficial defaultWhat it controls
RenderDofBokehSize0.15Aperture width. Larger values create shallower focus and larger bokeh without adding samples by themselves.
RenderDofQuality12Rings of aperture samples. Higher values smooth bright out-of-focus points and increase render time.
RenderDofAutofocus1Measures focus from the world on every output frame.
RenderDofFocusX0.5Horizontal measurement point from left 0 to right 1.
RenderDofFocusY0.5Vertical measurement point from top 0 to bottom 1.

The aperture shape, rounding, rotation, aberration, fringe and related look controls remain in the IGCS Connector panel. Those choices are meant to be judged on the live image rather than typed blindly into the INI.

Need an exact range or clamp? Each key has its own entry in the INI reference.

How shutter and sampling change in this mode

ControlDepthOfField behaviour
RenderSamplesIgnored and treated as 1. The aperture pass already performs the sampling.
RenderDofQualityBecomes the sampling-quality control for the aperture.
RenderShutterStill controls exposure time. Aperture samples are spread across this time window, so the pass can contain motion blur and optical defocus together.
RenderFpsStill decides output cadence and therefore the duration represented by the shutter fraction.
Do not raise RenderSamples for this mode.

It cannot improve the aperture pass. Raise RenderDofQuality only when the actual bokeh shows visible discrete dots or rings.

A controlled first test

  1. 01
    Choose a two-second project

    Use one free-camera shot with a clear foreground subject and small lights in the background.

  2. 02
    Prove Sliding first

    Confirm ReShade, the connector, FFmpeg and the output folder are already working.

  3. 03
    Select Depth of Field

    Use the Export screen or set RenderCaptureMode=DepthOfField.

  4. 04
    Place autofocus deliberately

    Move X and Y onto the exact surface that must be sharp. Centre focus is only correct when the subject is actually centred.

  5. 05
    Start at the official lens defaults

    Use aperture 0.15 and quality 12, then inspect bright bokeh before raising quality.

  6. 06
    Watch the log, not the live frame rate

    A single pass can take tens of seconds. The renderer allows a long guard window because this is expected.

Known limits worth checking

01

The first frame can focus differently

The current source records a known first-frame autofocus measurement discrepancy. Inspect frame zero before committing to the whole sequence.

02

A pass can be refused temporarily

RE+ retries a refused aperture pass up to five times. Repeated refusal ends the render and the add-on log should name the reason.

03

Focus is a plane, not subject tracking

Autofocus measures depth through one screen point. It does not identify a face or remember an actor.

04

Wide bokeh exposes low quality quickly

Small bright highlights reveal discrete aperture samples sooner than soft surfaces do.

Return to output and motion-blur settingsOpen rendering guide