Guide 02

Build the output first. Then choose how each frame is captured.

FPS controls delivery, shutter controls exposure and samples control motion-blur reconstruction. DepthOfField is a separate aperture-sampling workflow, so the mode must be chosen before the quality controls make sense.

The three controls that matter first

RenderFps

How many finished frames exist each second

24 creates a familiar cinema cadence. It is independent of the frame rate GTA is running at while RE+ works.

RenderShutter

How much time is exposed inside each finished frame

0.5 means half the frame interval, which is the 180-degree convention. At 24 fps that equals 1/48 second.

RenderSamples

How many real instants are averaged across that exposure

More samples make the trail continuous. They do not make the shutter longer or add more blur.

Shutter at 24 fps

RE+ valueAngleExposureCharacter
0.2590°1/96 secCrisp and urgent
0.50180°1/48 secNatural starting point
0.65234°about 1/37 secSoft and expressive
1.00360°1/24 secHeavy trails
Enter the fraction, not the angle.

A 180-degree shutter is 0.5. Typing 180 asks for an exposure many times longer than the frame interval.

Sliding or Walking

SLIDING

Let the clip keep living

The replay plays in controlled slow motion. Particles, TAA, SSR and temporal history continue between samples. Shutter placement is approximate.

Use it for most shots and shutters above 0.5.
WALKING

Seek every sample exactly

The replay pauses and jumps to exact sample times. It is deterministic, but temporal systems reset or arrive cold after each seek.

Use it for short shutters, exact timing or a broken Sliding result.
Sliding frames/output ≈ samples ÷ shutterWalking = settle + samples × (1 + sub-settle)

Need the beginner version? Read Sliding, Walking and Samples for a visual breakdown, worked examples and source links beside each claim.

The third mode: physical depth of field

RenderCaptureMode=DepthOfField was added at source commit d6c0a318. It uses Walking timing but asks the modified IGCS Connector to accumulate every output frame across a real aperture. RenderSamples is ignored; bokeh quality controls the aperture sampling, while RenderShutter still controls temporal exposure.

This mode changes the scale of the render.

Every output frame becomes a full aperture pass that can take tens of seconds. Use it because the shot needs geometric defocus, not as a general higher-quality switch.

The lens controls, requirements, autofocus behavior and first-test workflow live in the dedicated Physical depth of field chapter.

Pick an editing master

OutputUse it forTrade-off
prores_hqPremiere editing and gradingLarge MOV files, easy to decode
Frames + PNGRecovery, compositing and maximum fidelityThousands of files and high storage use
h264Ready-to-watch delivery4:2:0 compression and less pleasant editing
losslessArchival or exact intermediate storageVery large MKV output

The included ProRes preset writes 10-bit 4:2:2 output. It does not create dynamic range that was absent from the captured game frame, but it avoids delivery-style chroma subsampling while you edit.

A dependable final baseline

RenderCaptureMode=Sliding
RenderFps=24
RenderSamples=48
RenderShutter=0.5
RenderHighlightBoost=0.9
RenderJpeg=0
RenderMode=Video
RenderVideoPreset=prores_hq
RenderAudio=0

This is a starting point, not an instruction to make every shot identical. A drift impact may benefit from a shorter shutter. A slow memory sequence may benefit from 0.65.