Natural movement and a conventional 180-degree exposure.
A dependable cinematic baseline
This is not the only correct look. It is a controlled 24 fps starting point with conventional 180-degree motion blur and an editing-friendly output.
RenderCaptureMode=Sliding
RenderFps=24
RenderSamples=48
RenderShutter=0.5
RenderHighlightBoost=0.9
RenderJpeg=0
RenderChannelOrder=1
RenderMode=Video
RenderVideoPreset=prores_hq
RenderAudio=0Crisper detail for drifting, impacts and aggressive camera motion.
More trail and softness for dreamlike or restrained pacing.
Choose based on the shot
Sliding
World stays live
- Best temporal continuity
- Particles and TAA continue
- Approximate shutter timing
- Faster above 0.5 shutter
Walking
Timeline is seeked
- Exact sample midpoints
- Deterministic frame times
- Temporal effects reset
- Can be faster below 0.5
Depth of Field
Real aperture accumulation
- Optical foreground and background defocus
- Autofocus can follow a screen point
- Bokeh Quality replaces RenderSamples
- By far the slowest capture mode
Sliding = samples ÷ shutterWalking = settle + samples × (1 + sub-settle)Shutter lab
Move the control to see how RE+ converts its fractional shutter value at your configured 24 fps.
180° shutterNatural cinematic motion
Complete INI reference
01Render.iniEnableRendererHands Rockstar Editor's Export button to the RE+ renderer.Official default0+
When enabled, RE+ performs the capture instead of Rockstar's stock encoder. Other exporters such as EVE do not run at the same time because RE+ has already diverted the export operation.
It ships off so other export tools keep working. Enable it only when RE+ should take over Export.
- File
- Render.ini
- Group
- Capture
- Accepted
- 0 or 1
- Confidence
- Verified
02Render.iniRenderCaptureModeChooses how RE+ builds each output frame.Official defaultSliding+
Sliding plays the clip in controlled slow motion and preserves temporal history. Walking pauses and seeks to exact sample times. DepthOfField uses Walking timing while the capture add-on accumulates every output frame across a physical aperture.
Use Sliding for most motion-blur renders, Walking for exact timing or short shutters, and DepthOfField only when optical defocus is worth a much longer render.
- File
- Render.ini
- Group
- Capture
- Accepted
- Sliding, Walking or DepthOfField
- Confidence
- Verified
03Render.iniRenderFpsSets the final output frame rate, independently of live game FPS.Official default30+
A 24 fps render creates 24 finished frames for every second of timeline. It does not require the game itself to be running at 24 fps during capture.
The official default is 30. A 24 fps delivery remains a valid creative choice for a film cadence.
- File
- Render.ini
- Group
- Capture
- Accepted
- Positive frame rate
- Confidence
- Verified
04Render.iniRenderSamplesControls how many real sub-frames are averaged into each output frame.Official default64+
More samples make accumulated motion blur smoother. They do not increase the amount of blur; RenderShutter controls that. Samples are the dominant render-time cost.
Use 3 for tests, 24 to 48 for normal finals, and 64 for demanding hero shots.
- File
- Render.ini
- Group
- Capture
- Accepted
- 1 to 4096
- Confidence
- Verified
05Render.iniRenderShutterSets exposure as a fraction of one output-frame interval.Official default1+
1.0 represents a 360-degree shutter. 0.5 represents 180 degrees. At 24 fps, 0.5 equals a 1/48-second exposure; 0.65 is approximately 1/37 second and therefore carries more blur.
The official default is 1.0. For a conventional 180-degree starting point, use 0.5; try 0.3 to 0.4 for crisper action.
Do not enter 180. The setting expects 0.5 for a 180-degree shutter.
- File
- Render.ini
- Group
- Capture
- Accepted
- 0.01 to 2.0
- Confidence
- Verified
06Render.iniRenderSettleFramesWaits for redraws after Walking seeks to a new output frame.Official default3+
This gives the game time to present a stable frame after a timeline jump. It is paid once per output frame and matters most when the sample count is low.
Leave at 3 unless a Walking capture repeats or presents an unsettled frame.
- File
- Render.ini
- Group
- Capture
- Accepted
- 0 to 240
- Confidence
- Verified
07Render.iniRenderSettleSubFramesAdds redraw time between Walking motion-blur samples.Official default1+
Each extra redraw is multiplied by RenderSamples, so raising it is expensive. Zero would capture the same image repeatedly instead of distinct times.
Keep at 1 unless a specific Walking render demonstrates a sampling fault.
Never set this to 0.
- File
- Render.ini
- Group
- Capture
- Accepted
- 1 or higher
- Confidence
- Verified
08Render.iniRenderHighlightBoostKeeps bright specular streaks from averaging down during accumulation.Official default0.9+
The accumulator works in linear light. This lift helps headlights, sun glints and reflections remain visibly bright along a motion trail instead of fading toward grey.
0.9 is the supplied cinematic default. Use 0 to disable the compensation.
- File
- Render.ini
- Group
- Capture
- Accepted
- 0 to 0.99
- Confidence
- Verified
09Render.iniRenderDofBokehSizeSets the physical aperture width used by DepthOfField capture mode.Official default0.15+
A larger aperture produces shallower focus and larger bokeh. The Export menu uses a narrower 0.005 to 5.0 adjustment range, while the source clamps manually entered INI values between 0.001 and 10.
Open the aperture only as far as the shot needs. Wider defocus usually needs more bokeh-quality rings to keep highlights smooth.
- File
- Render.ini
- Group
- Depth of field
- Accepted
- 0.001 to 10 in the INI
- Confidence
- Verified
10Render.iniRenderDofQualityControls how densely the aperture is sampled in DepthOfField mode.Official default12+
The value represents rings across the aperture; total sampling and render time rise with it. The in-game Export menu exposes 1 to 60, while the INI loader accepts and clamps 1 to 100.
Raise it when defocused highlights reveal visible dots or rings. Smooth surfaces usually converge sooner than small bright lights.
This is the main render-time cost in DepthOfField mode.
- File
- Render.ini
- Group
- Depth of field
- Accepted
- 1 to 100 in the INI
- Confidence
- Verified
11Render.iniRenderDofAutofocusMeasures focus distance from the world for every rendered frame.Official default1+
When enabled, RE+ casts a ray through the configured focus point and sends the measured depth to the capture add-on. It follows depth, not a named subject, so anything on the same focus plane is also sharp.
Keep enabled for a moving subject. Disable it when you intentionally want the connector panel's fixed focus distance.
- File
- Render.ini
- Group
- Depth of field
- Accepted
- 0 or 1
- Confidence
- Verified
12Render.iniRenderDofFocusXSets the horizontal autofocus measurement point.Official default0.5+
Zero is the left edge, one is the right edge and 0.5 is the centre of the frame. It only applies while RenderDofAutofocus is enabled.
Place it over the part of the subject that must remain sharp, such as the eyes rather than the centre of a body.
- File
- Render.ini
- Group
- Depth of field
- Accepted
- 0 to 1
- Confidence
- Verified
13Render.iniRenderDofFocusYSets the vertical autofocus measurement point.Official default0.5+
Zero is the top edge, one is the bottom edge and 0.5 is the centre of the frame. It only applies while RenderDofAutofocus is enabled.
Use it with RenderDofFocusX to place the measurement on the intended focus plane.
- File
- Render.ini
- Group
- Depth of field
- Accepted
- 0 to 1
- Confidence
- Verified
14Render.iniRenderJpegChooses lossless PNG frames or smaller lossy JPEG frames.Official default0+
Zero writes PNG. One writes JPEG. This applies to frame sequences and to frames retained while Video mode is active.
Keep 0 for grading, compositing and important final work.
- File
- Render.ini
- Group
- Image
- Accepted
- 0 or 1
- Confidence
- Verified
15Render.iniRenderQualityControls JPEG quality only.Official default90+
This value has no effect while RenderJpeg is 0 and PNG output is active.
Ignore it with PNG. For JPEG tests, 90 is a reasonable balance.
- File
- Render.ini
- Group
- Image
- Accepted
- 1 to 100
- Confidence
- Verified
16Render.iniRenderChannelOrderTells the capture bridge how red and blue are ordered in the back buffer.Official default0+
A wrong choice swaps red and blue in files while the live screen still looks normal. The correct forced value varies between some Legacy and FiveM configurations.
Leave Auto first. If saved files swap red and blue, try 1 and then 2; judge the captured file rather than the live screen.
- File
- Render.ini
- Group
- Image
- Accepted
- 0 Auto, 1 RGBA, 2 BGRA
- Confidence
- Verified
17Render.iniRenderHideHudHides the editor interface and cursor while frames are captured.Official default1+
RE+ restores the interface after the render completes or is aborted.
Keep enabled for clean footage.
- File
- Render.ini
- Group
- Capture
- Accepted
- 0 or 1
- Confidence
- Verified
18Render.iniExportCloseWhenDoneReturns to the editor menus after a successful render.Official default1+
Disabling it leaves the editor in playback instead. It does not affect image quality.
- File
- Render.ini
- Group
- Workflow
- Accepted
- 0 or 1
- Confidence
- Verified
19Render.iniRenderOutputFolderSelects the parent folder for numbered render directories.Official defaultEmpty+
Empty uses the Captures folder beside the RE+ installation. An absolute path can move large sequences onto a faster or roomier drive.
For PNG sequences, point this at an SSD with plenty of free space.
Do not put an inline comment after a path. Windows reads it as part of the path.
- File
- Render.ini
- Group
- Output
- Accepted
- Absolute Windows path or empty
- Confidence
- Verified
20Render.iniRenderModeChooses direct FFmpeg video output or a numbered image sequence.Official defaultVideo+
Video streams frames to FFmpeg as they finish. Frames writes a sequence plus assemble.txt. The actual capture process is otherwise identical.
Use Video for convenience. Use Frames when recovery, compositing or lossless intermediates matter most.
- File
- Render.ini
- Group
- Output
- Accepted
- Video or Frames
- Confidence
- Verified
21Render.iniRenderKeepFramesKeeps image frames as well as the encoded video in Video mode.Official default0+
Normally frames are removed after FFmpeg consumes them. Enabling this leaves both the sequence and video, using considerably more storage.
Enable for irreplaceable shots or when diagnosing an encoder problem.
- File
- Render.ini
- Group
- Output
- Accepted
- 0 or 1
- Confidence
- Verified
22Render.iniFfmpegPathOverrides which FFmpeg executable RE+ launches.Official defaultEmpty+
Empty searches the bundled copy first, then beside the game executable, then the Windows PATH.
Leave empty when using the bundled tested version.
Do not put an inline comment after the path.
- File
- Render.ini
- Group
- Output
- Accepted
- Path to ffmpeg.exe or empty
- Confidence
- Verified
23Render.iniRenderVideoPresetLoads FFmpeg arguments and a matching container from the presets folder.Official defaultEmpty+
A valid named preset overrides both RenderVideoArgs and RenderVideoExt. Included names are h264, h265, nvenc_hevc, prores_hq and lossless.
Use prores_hq for a Premiere editing master, or h264 for a compact ready-to-watch file.
- File
- Render.ini
- Group
- Encoding
- Accepted
- Preset filename without .ini, or empty
- Confidence
- Verified
24Render.iniRenderVideoArgsDefines the video encoder when no named preset is active.Official defaultlibx264, CRF 16, slow, yuv420p+
The attached command creates a high-quality, compatible H.264 file. It is good for delivery, but ProRes or PNG is preferable for heavy grading and repeated editing.
Leave unchanged unless you understand the selected codec, pixel format and container combination.
- File
- Render.ini
- Group
- Encoding
- Accepted
- Valid FFmpeg video arguments
- Confidence
- Verified
25Render.iniRenderVideoExtSets the video container used with custom FFmpeg arguments.Official defaultmp4+
The container must support the codec in RenderVideoArgs. A named preset supplies its own extension and overrides this value.
MP4 matches the current H.264 command. ProRes normally uses MOV.
- File
- Render.ini
- Group
- Encoding
- Accepted
- Container extension without a dot
- Confidence
- Verified
26Render.iniRenderAudioRecords a normal-speed project audio pass before visual rendering.Official default1+
Video mode muxes the recording into the result. Frames mode leaves audio.wav and adds the matching assembly command to assemble.txt.
It ships on. Disable it when rebuilding sound completely in Premiere or another editor.
- File
- Render.ini
- Group
- Audio
- Accepted
- 0 or 1
- Confidence
- Verified
27Render.iniRenderMarkerSpeedHonours slow-motion and fast-motion speed markers during rendering.Official default1+
When enabled, the output clock follows the project's authored marker speeds. This keeps rendered duration and the normal-speed audio pass aligned on projects that use speed changes.
Keep enabled. Turn it off only to reproduce or compare against output from an older build that ignored marker speed.
- File
- Render.ini
- Group
- Capture
- Accepted
- 0 or 1
- Confidence
- Verified
28Render.iniAudioFromFileBorrows audio from an existing media file instead of recording a pass.Official defaultEmpty+
This is ignored while RenderAudio is enabled. A stock Rockstar export of the same project can serve as the source.
Useful when the sound pass is unreliable but a synchronized stock export exists.
Do not put an inline comment after the path.
- File
- Render.ini
- Group
- Audio
- Accepted
- Media file path or empty
- Confidence
- Verified
29RockstarEditorPlus.iniEnabledMaster switch for RE+ camera, scene and limit hooks.Official default1+
Zero restores stock behaviour and prevents the mod's hooks from being installed. Render.ini has its own separate renderer switch.
Keep enabled unless isolating a compatibility problem.
- File
- RockstarEditorPlus.ini
- Group
- Core
- Accepted
- 0 or 1
- Confidence
- Verified
30RockstarEditorPlus.iniSplinePositionCurves camera position through Smooth markers.Official default1+
Instead of blending along stock straight segments, the camera follows a spline that passes through the authored marker positions.
Keep enabled for crane, orbit and flowing dolly moves.
- File
- RockstarEditorPlus.ini
- Group
- Camera
- Accepted
- 0 or 1
- Confidence
- Verified
31RockstarEditorPlus.iniSplineOrientationSmoothly interpolates camera rotation between markers.Official default1+
Position and rotation can be controlled separately. Look-at markers are re-aimed after the positional spline rather than relying on this interpolation alone.
Disable only when stock rotation or a special per-marker orientation behaves better.
- File
- RockstarEditorPlus.ini
- Group
- Camera
- Accepted
- 0 or 1
- Confidence
- Verified
32RockstarEditorPlus.iniSplineFovSmoothly interpolates field of view between camera markers.Official default1+
The zoom curve is monotone, which is designed to avoid unintended overshoot beyond the FOV values you placed.
Use the same FOV on each marker for a locked lens. Animate it only with a deliberate purpose.
- File
- RockstarEditorPlus.ini
- Group
- Camera
- Accepted
- 0 or 1
- Confidence
- Verified
33RockstarEditorPlus.iniSplineAttachedApplies spline movement to cameras attached to vehicles or peds.Official default1+
The curve is evaluated in the parent entity's frame, allowing mounted shots to flow instead of using the stock attached blend.
Keep enabled for car rigs and attached character shots.
- File
- RockstarEditorPlus.ini
- Group
- Camera
- Accepted
- 0 or 1
- Confidence
- Verified
34RockstarEditorPlus.iniLookAtReaimRe-aims look-at markers after the spline changes camera position.Official default1+
Without re-aiming, a look-at direction calculated from the original stock position can miss the subject after the camera is moved onto the spline.
Keep enabled whenever a marker tracks a subject.
- File
- RockstarEditorPlus.ini
- Group
- Camera
- Accepted
- 0 or 1
- Confidence
- Verified
35RockstarEditorPlus.iniLookAtAspectSelects the frame aspect used when recalculating look-at aim.Official default0+
Zero uses the displayed frame's aspect ratio. A positive override is useful only when the intended composition has a different aspect.
Leave at 0 unless you have a specific mismatched-aspect workflow.
- File
- RockstarEditorPlus.ini
- Group
- Camera
- Accepted
- 0 or a positive aspect ratio
- Confidence
- Verified
36RockstarEditorPlus.iniOnlySmoothBlendLimits RE+ spline takeover to markers set to Smooth.Official default1+
With one, Linear markers remain stock and Smooth markers use RE+. With zero, the mod also curves Linear marker transitions.
Keep enabled so Smooth versus Linear remains a useful creative choice.
If a spline appears inactive, confirm the marker itself is set to Smooth.
- File
- RockstarEditorPlus.ini
- Group
- Camera
- Accepted
- 0 or 1
- Confidence
- Verified
37RockstarEditorPlus.iniNaturalPacingLets marker timing and curve shape create organic acceleration.Official default1+
Natural pacing follows the time-parameterised path directly, easing through tight bends and flowing faster through open sections.
Use for organic crane and orbit moves. Disable for measured, constant-speed tracking.
When enabled, SmoothSpeedProfile, ArcLengthRemap and Alpha do not control pacing.
- File
- RockstarEditorPlus.ini
- Group
- Pacing
- Accepted
- 0 or 1
- Confidence
- Verified
38RockstarEditorPlus.iniSmoothSpeedProfileFits one continuous speed profile across all markers.Official default1+
This produces even, metered travel rather than letting every segment establish its own pace. It is used only when NaturalPacing is off.
Use for side tracking, straight dolly work and motion that must feel mechanically controlled.
- File
- RockstarEditorPlus.ini
- Group
- Pacing
- Accepted
- 0 or 1
- Confidence
- Verified
39RockstarEditorPlus.iniArcLengthRemapNormalizes travel distance independently per segment.Official default1+
This is the per-segment fallback used only when both NaturalPacing and SmoothSpeedProfile are disabled.
Rarely needs direct use. It can help when individual segments need isolated, even pacing.
- File
- RockstarEditorPlus.ini
- Group
- Pacing
- Accepted
- 0 or 1
- Confidence
- Verified
40RockstarEditorPlus.iniAlphaChanges how tightly a non-Natural spline is pulled around its markers.Official default1+
Uniform produces wider tangents, Centripetal shortens them around close points, and Chordal weights them most strongly by distance.
Try 0.5 for general work. Try 0 when a path doubles back and forms an unwanted hook.
This has no effect while NaturalPacing is enabled.
- File
- RockstarEditorPlus.ini
- Group
- Pacing
- Accepted
- 0 Uniform, 0.5 Centripetal, 1 Chordal
- Confidence
- Verified
41RockstarEditorPlus.iniShakeSimpleModeChooses simple Amplitude/Frequency shake or the advanced two-layer model.Official default1+
Simple mode exposes real-world-style degrees and hertz. Complex mode instead uses separate slow Sway and fast Jitter movement and rotation layers.
Stay in Simple mode unless you specifically need to design both shake layers.
- File
- RockstarEditorPlus.ini
- Group
- Shake
- Accepted
- 0 or 1
- Confidence
- Verified
42RockstarEditorPlus.iniShakeAmplitudeControls simple-mode shake intensity in degrees.Official default1.0+
Each degree also creates approximately 0.05 metres of positional travel. The effect is inherited by markers that select Rockstar Editor+ shake.
The project suggests 2.0 at 0.20 Hz as a handheld start. Use less for restrained operator movement.
- File
- RockstarEditorPlus.ini
- Group
- Shake
- Accepted
- Non-negative degrees
- Confidence
- Verified
43RockstarEditorPlus.iniShakeFrequencySets how quickly simple-mode shake evolves.Official default0.35+
0.20 Hz creates a slow wander, while 0.35 Hz completes its broad character more quickly. It is not an arbitrary speed multiplier.
Use roughly 0.18 to 0.25 for human handheld drift and higher values for nervous action.
- File
- RockstarEditorPlus.ini
- Group
- Shake
- Accepted
- Non-negative hertz
- Confidence
- Verified
44RockstarEditorPlus.iniShakeVariationMakes shake swell and settle instead of remaining statistically flat.Official default0.7+
Zero produces a more metronomic, consistent signal. Higher values introduce irregularity that can read more like an operator.
0.5 to 0.8 is a useful natural range.
- File
- RockstarEditorPlus.ini
- Group
- Shake
- Accepted
- Non-negative number
- Confidence
- Verified
45RockstarEditorPlus.iniShakeRoughnessControls the number of noise octaves used to build the shake character.Official default3+
More octaves add progressively finer-scale motion to the procedural signal. This affects texture, not the main amplitude setting.
Keep at 3 until you have a reason to make the motion cleaner or more complex.
- File
- RockstarEditorPlus.ini
- Group
- Shake
- Accepted
- 1 to 6 octaves
- Confidence
- Verified
46RockstarEditorPlus.iniShakeSeedSelects a different deterministic procedural shake pattern.Official default0+
Changing the seed rerolls the motion character without changing its amplitude, frequency or axis weighting. The same seed reproduces the same result.
Change it when a good setup happens to create an awkward bump at the wrong moment.
- File
- RockstarEditorPlus.ini
- Group
- Shake
- Accepted
- Integer
- Confidence
- Verified
47RockstarEditorPlus.iniShakeSpeedAmpAdds shake intensity as camera speed approaches the reference speed.Official default0.0+
The base amplitude remains present. This value defines the extra amplitude applied at ShakeSpeedRef.
Around 1.0 is the project's suggested step toward operator-like motion on moving cameras.
- File
- RockstarEditorPlus.ini
- Group
- Motion coupling
- Accepted
- Number
- Confidence
- Verified
48RockstarEditorPlus.iniShakeSpeedFreqMakes shake evolve faster as camera speed increases.Official default0.0+
This adds frequency at the reference speed, independently of the intensity coupling.
Try 0.25 to 0.5 for moving vehicle work.
- File
- RockstarEditorPlus.ini
- Group
- Motion coupling
- Accepted
- Number
- Confidence
- Verified
49RockstarEditorPlus.iniShakeSpeedRefDefines the camera speed that counts as fully moving for shake coupling.Official default30.0+
The speed-driven amplitude and frequency additions scale toward their configured amount as the camera approaches this value.
30 m/s is about 108 km/h and is sensible for vehicle cinematics.
- File
- RockstarEditorPlus.ini
- Group
- Motion coupling
- Accepted
- Positive metres per second
- Confidence
- Verified
50RockstarEditorPlus.iniShakeStopWhenStillFades shake away when the camera stops moving.Official default0+
This is useful for motion-rig behaviour. A true handheld operator would normally retain some movement even while standing still.
Enable for stabilized chase rigs. Leave off for handheld character.
- File
- RockstarEditorPlus.ini
- Group
- Motion coupling
- Accepted
- 0 or 1
- Confidence
- Verified
51RockstarEditorPlus.iniSwayMoveSets slow positional movement in Complex shake mode.Official default0.0+
Ignored while ShakeSimpleMode is enabled. Sway supplies the broad, low-frequency movement layer.
- File
- RockstarEditorPlus.ini
- Group
- Advanced shake
- Accepted
- Number
- Confidence
- Verified
52RockstarEditorPlus.iniSwayRotateSets slow rotational movement in Complex shake mode.Official default0.0+
Ignored in Simple mode. It works alongside SwayMove and SwayFrequency.
- File
- RockstarEditorPlus.ini
- Group
- Advanced shake
- Accepted
- Number
- Confidence
- Verified
53RockstarEditorPlus.iniSwayFrequencyControls the rate of the Complex mode Sway layer.Official default1.8+
It has no visible effect while both Sway amplitudes are zero or while Simple mode is active.
- File
- RockstarEditorPlus.ini
- Group
- Advanced shake
- Accepted
- Non-negative frequency
- Confidence
- Verified
54RockstarEditorPlus.iniJitterMoveSets fast positional vibration in Complex shake mode.Official default0.0+
Ignored in Simple mode. Keep it restrained because high-frequency translation can read as digital vibration.
- File
- RockstarEditorPlus.ini
- Group
- Advanced shake
- Accepted
- Number
- Confidence
- Verified
55RockstarEditorPlus.iniJitterRotateSets fast rotational vibration in Complex shake mode.Official default0.0+
Ignored in Simple mode. It works with JitterMove and JitterFrequency.
- File
- RockstarEditorPlus.ini
- Group
- Advanced shake
- Accepted
- Number
- Confidence
- Verified
56RockstarEditorPlus.iniJitterFrequencyControls the rate of the Complex mode Jitter layer.Official default9.0+
It has no effect while the Jitter amplitudes are zero or Simple mode remains enabled.
- File
- RockstarEditorPlus.ini
- Group
- Advanced shake
- Accepted
- Non-negative frequency
- Confidence
- Verified
57RockstarEditorPlus.iniShakeAxisLateralScales lateral translation within the shake result.Official default1.0+
This multiplier changes only lateral translation. Zero locks that axis while leaving the other shake axes active.
Tune after the main amplitude and frequency feel correct.
- File
- RockstarEditorPlus.ini
- Group
- Shake axes
- Accepted
- Axis weight, 0 disables
- Confidence
- Verified
58RockstarEditorPlus.iniShakeAxisForwardScales forward translation within the shake result.Official default0.6+
This multiplier changes only forward translation. Zero locks that axis while leaving the other shake axes active.
Tune after the main amplitude and frequency feel correct.
- File
- RockstarEditorPlus.ini
- Group
- Shake axes
- Accepted
- Axis weight, 0 disables
- Confidence
- Verified
59RockstarEditorPlus.iniShakeAxisVerticalScales vertical translation within the shake result.Official default1.0+
This multiplier changes only vertical translation. Zero locks that axis while leaving the other shake axes active.
Tune after the main amplitude and frequency feel correct.
- File
- RockstarEditorPlus.ini
- Group
- Shake axes
- Accepted
- Axis weight, 0 disables
- Confidence
- Verified
60RockstarEditorPlus.iniShakeAxisPitchScales pitch rotation within the shake result.Official default1.0+
This multiplier changes only pitch rotation. Zero locks that axis while leaving the other shake axes active.
Tune after the main amplitude and frequency feel correct.
- File
- RockstarEditorPlus.ini
- Group
- Shake axes
- Accepted
- Axis weight, 0 disables
- Confidence
- Verified
61RockstarEditorPlus.iniShakeAxisRollScales roll rotation within the shake result.Official default1.0+
This multiplier changes only roll rotation. Zero locks that axis while leaving the other shake axes active.
Reduce roll for a steadier horizon and less seasick motion.
- File
- RockstarEditorPlus.ini
- Group
- Shake axes
- Accepted
- Axis weight, 0 disables
- Confidence
- Verified
62RockstarEditorPlus.iniShakeAxisYawScales yaw rotation within the shake result.Official default1.0+
This multiplier changes only yaw rotation. Zero locks that axis while leaving the other shake axes active.
Tune after the main amplitude and frequency feel correct.
- File
- RockstarEditorPlus.ini
- Group
- Shake axes
- Accepted
- Axis weight, 0 disables
- Confidence
- Verified
63RockstarEditorPlus.iniUnlimitedCameraDistanceRemoves Rockstar Editor's stock 30-metre free-camera leash.Official default1+
The same stock limit drives the warning and fallback to the recorded camera, so lifting it frees all three behaviours.
Keep enabled together with StreamingFocusOnCamera so the camera can travel and the world follows it at full detail.
- File
- RockstarEditorPlus.ini
- Group
- Limits
- Accepted
- 0 or 1
- Confidence
- Verified
64RockstarEditorPlus.iniMaxCameraDistanceDefines the replacement maximum camera distance.Official default20000+
This is an editor movement limit, not an image-quality control. StreamingFocusOnCamera is the separate setting that decides whether world detail follows the camera or player.
Leave high for freedom and keep Detail Follows set to Camera for distant shots.
- File
- RockstarEditorPlus.ini
- Group
- Limits
- Accepted
- Positive metres
- Confidence
- Verified
65RockstarEditorPlus.iniStreamingFocusOnCameraMoves map, collision, population and LOD streaming focus to the editor camera.Official default1+
Stock GTA streams the world around the player. RE+ uses the same camera-frame mechanism as Rockstar's switch and debug cameras so detail follows the shot instead; turning it off lets the game restore player focus on the next frame.
Keep enabled for free-camera work. A rapid move across the city still needs real streaming time, just like driving across it.
- File
- RockstarEditorPlus.ini
- Group
- Limits
- Accepted
- 0 or 1
- Confidence
- Verified
66RockstarEditorPlus.iniDisableCameraCollisionStops geometry from pushing the free camera away.Official default1+
This allows moves through windows, fences and tight spaces without the stock collision response silently bending the authored path.
Keep enabled and inspect the move for accidental wall clipping.
- File
- RockstarEditorPlus.ini
- Group
- Limits
- Accepted
- 0 or 1
- Confidence
- Verified
67RockstarEditorPlus.iniBypassProfanityFilterAllows project naming and export when Social Club's check is unavailable.Official default1+
The stock naming flow can refuse local names when its network profanity request times out. This removes that dependency.
No visual impact. Keep enabled for offline reliability.
- File
- RockstarEditorPlus.ini
- Group
- Limits
- Accepted
- 0 or 1
- Confidence
- Verified
68RockstarEditorPlus.iniUnlockCameraRestrictionsEnables free camera on first-person and otherwise restricted clips.Official default1+
RE+ removes both the disabled menu row and the underlying director lock that would otherwise force the recorded view.
Keep enabled for maximum shot flexibility.
- File
- RockstarEditorPlus.ini
- Group
- Limits
- Accepted
- 0 or 1
- Confidence
- Verified
69RockstarEditorPlus.iniFastPrecacheSkips the editor's wait for all global streaming requests to become idle.Official default1+
The stock editor waits for the whole game's streamer to report zero outstanding requests for consecutive frames. Heavily modded installs may never reach that state, so RE+ bypasses that global gate while keeping the replay's own preload check.
Keep enabled on modded installs. It affects the editor, not ordinary gameplay or clip recording.
- File
- RockstarEditorPlus.ini
- Group
- Precache
- Accepted
- 0 or 1
- Confidence
- Verified
70RockstarEditorPlus.iniFastPrecacheAudioSkips the separate editor wait for replay audio to become idle.Official default1+
The audio wait has its own budget after the streaming wait. Disabling only FastPrecacheAudio can therefore leave a long pause even when FastPrecache is enabled.
Keep enabled unless comparing directly with stock precache behaviour.
- File
- RockstarEditorPlus.ini
- Group
- Precache
- Accepted
- 0 or 1
- Confidence
- Verified
71RockstarEditorPlus.iniFastPrecacheDuringRenderAllows the fast-precache bypass to remain active during rendering.Official default0+
It is off by default so rendered frames retain the stock preload guarantee. Enabling it is mainly an A/B diagnostic option.
Leave disabled for final renders.
- File
- RockstarEditorPlus.ini
- Group
- Precache
- Accepted
- 0 or 1
- Confidence
- Verified
72RockstarEditorPlus.iniPrecacheMaxMsCaps how long the replay's own preload may block an editor action.Official default1500+
Zero restores the stock unbounded wait. Positive values below 100 are raised to 100 because a healthy request cannot usefully complete below that floor.
Keep 1500 unless logs show that a healthy scene consistently needs longer to preload.
- File
- RockstarEditorPlus.ini
- Group
- Precache
- Accepted
- 0 or 100 to the source maximum
- Confidence
- Verified
73RockstarEditorPlus.iniUrgentModelLoadMsCaps an urgent model load that would otherwise block the main game thread.Official default250+
Zero restores stock timing. A lower positive ceiling trades a long freeze for an entity that may appear late or be absent briefly when its model cannot arrive in time.
Keep the supplied 250 ms ceiling unless diagnosing missing entities or comparing stock behaviour.
- File
- RockstarEditorPlus.ini
- Group
- Precache
- Accepted
- 0 or 16 to the stock maximum
- Confidence
- Verified
74RockstarEditorPlus.iniUncapZoomExpands the stock 0.45× to 4.50× zoom range.Official default1+
The wider range reaches the engine's own FOV limits, enabling genuinely long lenses as well as extreme wide angles.
Use the freedom deliberately. Extreme FOV values are tools, not automatic cinematic quality.
- File
- RockstarEditorPlus.ini
- Group
- Lens
- Accepted
- 0 or 1
- Confidence
- Verified
75RockstarEditorPlus.iniZoomMinFovSets the narrowest vertical field of view the editor may reach.Official default1+
The editor readout is 45 divided by FOV, so 1 degree appears as 45× zoom. This is an extreme engine limit.
Do not shoot at 1 degree by default. Most useful long-lens work stays well above the clamp.
- File
- RockstarEditorPlus.ini
- Group
- Lens
- Accepted
- 1 to 130 degrees
- Confidence
- Verified
76RockstarEditorPlus.iniZoomMaxFovSets the widest vertical field of view the editor may reach.Official default130+
At 130 degrees the editor displays roughly 0.35×. Distortion becomes very strong near this engine limit.
Use extreme wide angles for intentional distortion, speed or claustrophobic proximity.
- File
- RockstarEditorPlus.ini
- Group
- Lens
- Accepted
- 1 to 130 degrees
- Confidence
- Verified
77RockstarEditorPlus.iniOverrideTimeOfDaySubstitutes a chosen clock time while the clip is replayed.Official default0+
The original .clip is not changed. The override is applied live and can be removed by switching this setting off.
Enable only with LiveTimecycle when intentionally relighting an exterior clip.
- File
- RockstarEditorPlus.ini
- Group
- Scene
- Accepted
- 0 or 1
- Confidence
- Verified
78RockstarEditorPlus.iniTimeOfDaySets the override clock in minutes after midnight.Official default720+
720 is 12:00, 1065 is 17:45 and 1320 is 22:00. It is ignored when the time override is off.
Late afternoon values often provide long shadows, but the best time depends on location and weather.
- File
- RockstarEditorPlus.ini
- Group
- Scene
- Accepted
- 0 to 1439 minutes after midnight
- Confidence
- Verified
79RockstarEditorPlus.iniOverrideWeatherReplaces the clip's recorded weather during playback.Official default0+
The game weather system evaluates the selected type, including clouds, wind, precipitation and related effects.
Use with LiveTimecycle. Leave off when the recorded conditions are already correct.
- File
- RockstarEditorPlus.ini
- Group
- Scene
- Accepted
- 0 or 1
- Confidence
- Verified
80RockstarEditorPlus.iniWeatherTypeSelects the primary weather entry from weather.xml order.Official default0+
0 Extra Sunny, 1 Clear, 2 Clouds, 3 Smog, 4 Foggy, 5 Overcast, 6 Rain, 7 Thunder, 8 Clearing, 9 Neutral, 10 Snow, 11 Blizzard, 12 Snowlight, 13 Xmas, 14 Halloween.
Clear and Clouds are neutral foundations; Overcast and Foggy lower contrast and change atmosphere strongly.
- File
- RockstarEditorPlus.ini
- Group
- Scene
- Accepted
- Index 0 to 14
- Confidence
- Verified
81RockstarEditorPlus.iniWeatherBlendToChooses a second weather state to blend toward.Official default-1+
Minus one disables blending. Any weather index enables an engine-evaluated intermediate state controlled by WeatherBlend.
Blend Clear toward Clouds for subtle structure without fully changing the weather.
- File
- RockstarEditorPlus.ini
- Group
- Scene
- Accepted
- -1 or weather index 0 to 14
- Confidence
- Verified
82RockstarEditorPlus.iniWeatherBlendControls the position between primary and secondary weather.Official default0.0+
Zero is entirely WeatherType and one is entirely WeatherBlendTo. It is ignored when the second type is -1.
Values around 0.1 to 0.3 are useful for restrained variation.
- File
- RockstarEditorPlus.ini
- Group
- Scene
- Accepted
- 0 to 1
- Confidence
- Verified
83RockstarEditorPlus.iniWeatherWetnessOverrides road and surface wetness independently of weather.Official default-1+
Minus one preserves recorded wetness. Zero forces dry surfaces. Higher values increase puddles and reflective wet-road response without requiring rain particles.
Use moderate wetness for night reflections, but maintain continuity with the implied weather.
- File
- RockstarEditorPlus.ini
- Group
- Scene
- Accepted
- -1 recorded, or 0 to 1
- Confidence
- Verified
84RockstarEditorPlus.iniLiveTimecycleMaster switch between live relighting and the clip's baked lighting.Official default1+
One lets the engine evaluate lighting from the override time and weather. Zero preserves the fully resolved timecycle recorded in the clip and makes the override settings inert.
Use one for exterior relighting. Use zero for interiors, mission grades or scripted post effects that must remain recorded.
- File
- RockstarEditorPlus.ini
- Group
- Scene
- Accepted
- 0 or 1
- Confidence
- Verified
85RockstarEditorPlus.iniReplayBlocksControls the replay ring's memory budget and therefore clip length.Official default128+
Clip duration varies with scene density. The supplied 128-block setting reserves roughly 604 MB and measured about 1 minute 45 seconds in dense city traffic.
Keep 128 with sufficient memory. Use 64 to reduce the reservation. Restart before recording after changing it.
- File
- RockstarEditorPlus.ini
- Group
- Recording
- Accepted
- 3 to 128
- Confidence
- Verified
86RockstarEditorPlus.iniShakeDebugLogWrites applied shake values to the diagnostic log.Official default0+
Useful when a per-marker override appears to defeat the global INI value. Leave disabled during ordinary work.
- File
- RockstarEditorPlus.ini
- Group
- Diagnostics
- Accepted
- 0 or 1
- Confidence
- Verified
87RockstarEditorPlus.iniSplineDebugLogEnables spline diagnostic logging and visualization support.Official default0+
Use only while investigating a curve problem. It adds noise to the log without improving the shot.
- File
- RockstarEditorPlus.ini
- Group
- Diagnostics
- Accepted
- 0 or 1
- Confidence
- Verified
88RockstarEditorPlus.iniSplineDebugGainExaggerates spline debug output so subtle curvature is easier to inspect.Official default1+
It is a diagnostic multiplier and does not belong in the creative camera setup. The source clamps it between zero and 100.
- File
- RockstarEditorPlus.ini
- Group
- Diagnostics
- Accepted
- 0 to 100
- Confidence
- Verified
89RockstarEditorPlus.iniSplineTraceLogLogs a spline trace line for every frame.Official default0+
This produces a very noisy log and should be enabled only for focused developer-level investigation.
Leave disabled for normal editing and rendering.
- File
- RockstarEditorPlus.ini
- Group
- Diagnostics
- Accepted
- 0 or 1
- Confidence
- Verified
90RockstarEditorPlus.iniMenuExpandedRemembers whether the RE+ marker menu was expanded.Official default0+
This is written automatically by the in-game menu. It has no effect on the rendered cinematic look and normally should not be hand-edited.
Let the interface manage this value.
- File
- RockstarEditorPlus.ini
- Group
- Interface
- Accepted
- Menu state value
- Confidence
- Verified
91RockstarEditorPlus.iniMenuGroupRemembers which RE+ settings group was last open.Official default0+
This is written automatically by the in-game menu. It has no effect on the rendered cinematic look and normally should not be hand-edited.
Let the interface manage this value.
- File
- RockstarEditorPlus.ini
- Group
- Interface
- Accepted
- Menu state value
- Confidence
- Verified
92RockstarEditorPlus.iniMenuStepRemembers the selected increment used for left and right adjustments.Official default2+
This is written automatically by the in-game menu. It has no effect on the rendered cinematic look and normally should not be hand-edited.
Let the interface manage this value.
- File
- RockstarEditorPlus.ini
- Group
- Interface
- Accepted
- Menu state value
- Confidence
- Verified
When the render looks broken
Normal watermarked export
RE+ stepped aside. Install ReShade with full add-on support and use the modified IgcsConnector.addon64 bundled with RE+.
Red and blue are swapped
Change RenderChannelOrder. Try 1 for RGBA, then 2 for BGRA. The display can look correct while captured files do not.
Export appears frozen
Check RockstarEditorPlus.log for progress. At 24 fps and 48 samples, one timeline second requires 1,152 real captures.
Camera curve does nothing
With OnlySmoothBlend enabled, the marker must use Smooth. NaturalPacing also makes Alpha and the alternate pacing controls inert.
Shake changes do nothing
Set the marker's Shake row to Rockstar Editor+. A per-marker number overrides the global INI default and always wins.
Relit interior loses its grade
Set LiveTimecycle to 0 and disable scene overrides. Live relighting discards the recorded interior, mission or scripted timecycle modifier.
Reference target: main at d6c0a318
This reference follows the generated INIs and source at the 10 August 2026 physical depth-of-field export commit. Older installed ASIs ignore keys they do not implement, so confirm the opening lines of RockstarEditorPlus.log before diagnosing a copied configuration.
Facts and taste stay separate.
Behaviour, accepted values and mode interactions are checked against the RE+ source. Anything describing a cinematic “best” is labelled as guidance because creative choices depend on the shot.