FiveM Guides/Render basics/Sliding, Walking and Samples

Guide 002 · Beginner

Sliding, Walking and Samples, without the guesswork.

RE+ does not add a fake blur after the frame is finished. It renders the scene at several real moments, then averages those moments into one frame. This guide owns the two motion-blur timing modes, Sliding and Walking. Physical depth of field has its own lens workflow.

Checked against the RE+ projectCoreFX/crxhvrd source
NEW TO RE+?Start with the visual beginner courseVideos, diagrams and a complete first-export walkthrough
Scope of this page

DepthOfField is now a third capture mode, but it does not use RenderSamples this way. Read the separate physical depth-of-field chapter for aperture sampling and autofocus.

One output frame can contain many moments.

Imagine photographing a moving car. A short exposure records a small slice of its movement, so the car looks crisp. A long exposure records more of its movement, so the car leaves a longer trail. RE+ recreates that exposure by collecting multiple rendered moments and averaging them together.

RenderFps

How often a finished frame is delivered

At 24 fps, each output-frame interval lasts 1/24 second.

RenderShutter

How much of that interval is exposed

At 0.5, half of the frame interval is open. That is 180°.

RenderSamples

How many moments fill that exposure

More moments make the trail less stepped. They do not make it longer.

RE+ documents every sample as a real render at a real instant. It defines 0.5 as a 180° shutter and 1 sample as no accumulated blur.Open source

Change one setting at a time.

Start with 24 fps, a 0.5 shutter and 24 samples. First change only the sample count. The exposure window stays the same size while more sample points fill it. Then change the shutter. The window itself becomes shorter or longer.

Capture mode
Output frame rate
Shutter
Samples
One finished frame
180° shutter · 20.83 ms exposed
Frame startsNext frame
Sampled time Shutter open Shutter closed

RE+ lets the replay keep playing slowly while it collects these samples. Temporal effects keep their history, but the shutter timing is approximate.

Real samples in a 10 sec clip5,760240 output frames × 24 samples
Engine frames per output4824 ÷ 0.5
Approx. engine frames run11,520Work estimate, not render time

The work estimates follow the RE+ source model: Sliding uses samples ÷ shutter engine frames per output frame; Walking uses settle frames + samples × (1 + sub-settle frames).Open source

Sliding keeps time moving. Walking asks for exact times.

DEFAULT

Sliding

The clip plays in controlled slow motion while RE+ collects samples. Particles, temporal anti-aliasing, screen-space reflections and ray-traced history keep updating between samples.

  • Temporal effects stay warm
  • Shutter placement is approximate
  • Usually fastest at a 1.0 shutter
Start here for most shots.
EXACT TIMING

Walking

The clip pauses and seeks to the midpoint of every sample. Timing is deterministic, but each seek makes particles and temporal effects begin without their previous-frame history.

  • Exact sample midpoints
  • Temporal effects reset per sample
  • Can win on very short shutters
Use it when exact timing matters or Sliding fails.
Walking is not “higher quality mode.”

It is more predictable in time, but it gives up temporal continuity. A result can be mathematically better timed and visually worse if GTA’s particles, TAA, SSR or RT need previous frames.

The behavior, timing trade-off and performance crossover above come directly from the RE+ capture-mode documentation.Open source

Shutter changes the amount of blur. Samples change how well it is reconstructed.

ChangeWhat changesWhat does not
Samples 8 → 48More rendered moments fill the same exposure, reducing stepped or beaded trailsThe trail duration and output fps
Shutter 0.25 → 1.0The exposure grows from 90° to 360°, producing a longer movement trailThe number of samples
Fps 24 → 60More finished frames are delivered each second and every frame interval is shorterThe shutter fraction you entered
Sliding → WalkingHow RE+ moves through time between samplesThe requested fps, shutter and sample count
RE+ value to angleshutter × 360°0.5 × 360° = 180°
Exposure timeshutter ÷ fps0.5 ÷ 24 = 1/48 sec

ARRI gives the physical-camera equation as exposure time = shutter angle ÷ (360 × fps). RE+ stores shutter angle as a 0 to 1 fraction, so the same equation simplifies to shutter ÷ fps.Open source

Useful starting points

FAST TEST3 samples

RE+ explicitly recommends 3 while setting up a shot. It is quick, not final-quality advice.

NATURAL MOTION0.5 shutter

This is the 180° convention. At 24 fps, the exposure is 1/48 second.

FINAL TEST24 to 48 samples

A practical starting range from this guide. Compare a short section before committing a whole render.

The 24 to 48 range is editorial guidance, not an official RE+ requirement. Fast movement and long shutters can need more samples. Slow movement can need fewer.

A simple decision path beats a magic preset.

  1. 1

    Start with Sliding

    It is the RE+ default and preserves temporal effects. Use 3 samples for setup, then raise the count for a short final-quality test.

  2. 2

    Judge a moving part, not a still frame

    Watch wheels, hands, bright reflections, particles and the edge of the camera move. These reveal uneven sampling first.

  3. 3

    If the timing or smear is wrong, try Walking

    Walking is worth testing for short shutters and shots where Sliding produces a bad result. Compare the same few seconds.

  4. 4

    If particles, TAA, SSR or RT break, return to Sliding

    That is the expected trade-off, not proof that you configured Walking incorrectly.

RE+ itself recommends Walking when a Sliding render looks wrong or for short shutters, while warning that every Walking sample starts with cold temporal history.Open source

Four things to stop telling beginners.

MYTH

“More samples means more blur.”

False. Shutter determines how long the exposure lasts. Samples only divide and fill that exposure.

MYTH

“Walking is always the best quality.”

False. It gives exact times, but temporal effects reset. Which mode looks better depends on the shot.

MYTH

“0.5 means half quality.”

False. It means a 180° shutter: half of each output-frame interval is exposed.

MYTH

“24 fps means GTA must render at 24 fps.”

False. RenderFps is the delivered output rate. RE+ can run many engine frames and sample captures to build each one.

Sources you can follow beyond this guide.

Source standard

RE+ implementation claims are checked against the project source and generated configuration, not the README alone. Physical shutter math is tied to ARRI documentation. Epic’s material is included only to visualize the broader temporal-sampling idea. No unofficial video is treated as proof of how RE+ works.