CONFIGURATION REFERENCE92 documented keys

The complete INI reference.

Search both configuration files by key, purpose or category. Technical behaviour is kept separate from creative recommendations throughout.

2configuration files
92keys documented
21setting groups
Start here

A dependable cinematic baseline

Creative recommendation

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.

Render.ini
RenderCaptureMode=Sliding
RenderFps=24
RenderSamples=48
RenderShutter=0.5
RenderHighlightBoost=0.9
RenderJpeg=0
RenderChannelOrder=1
RenderMode=Video
RenderVideoPreset=prores_hq
RenderAudio=0
Neutral film24 fps · 0.5 shutter

Natural movement and a conventional 180-degree exposure.

Fast action24 fps · 0.3 shutter

Crisper detail for drifting, impacts and aggressive camera motion.

Soft motion24 fps · 0.65 shutter

More trail and softness for dreamlike or restrained pacing.

Capture modes

Choose based on the shot

Source verified

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
Cost modelSliding = samples ÷ shutterWalking = settle + samples × (1 + sub-settle)
Interactive reference

Shutter lab

Formula verified

Move the control to see how RE+ converts its fractional shutter value at your configured 24 fps.

RenderShutter0.50180° shutter
0.100.501.00
Equivalent exposure at 24 fps1/48 sec

Natural cinematic motion

File reference

Complete INI reference

92 shown
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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Watch out

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.

Practical guidance

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.

Practical guidance

Keep at 1 unless a specific Walking render demonstrates a sampling fault.

Watch out

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

Raise it when defocused highlights reveal visible dots or rings. Smooth surfaces usually converge sooner than small bright lights.

Watch out

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

For PNG sequences, point this at an SSD with plenty of free space.

Watch out

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

Leave empty when using the bundled tested version.

Watch out

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

Useful when the sound pass is unreliable but a synchronized stock export exists.

Watch out

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

Keep enabled so Smooth versus Linear remains a useful creative choice.

Watch out

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.

Practical guidance

Use for organic crane and orbit moves. Disable for measured, constant-speed tracking.

Watch out

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

Try 0.5 for general work. Try 0 when a path doubles back and forms an unwanted hook.

Watch out

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

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.

Watch out

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.

Practical guidance

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.

Practical guidance

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.

Practical guidance

Let the interface manage this value.

File
RockstarEditorPlus.ini
Group
Interface
Accepted
Menu state value
Confidence
Verified
Problem solver

When the render looks broken

Source verified
01

Normal watermarked export

RE+ stepped aside. Install ReShade with full add-on support and use the modified IgcsConnector.addon64 bundled with RE+.

02

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.

03

Export appears frozen

Check RockstarEditorPlus.log for progress. At 24 fps and 48 samples, one timeline second requires 1,152 real captures.

04

Camera curve does nothing

With OnlySmoothBlend enabled, the marker must use Smooth. NaturalPacing also makes Alpha and the alternate pacing controls inert.

05

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.

06

Relit interior loses its grade

Set LiveTimecycle to 0 and disable scene overrides. Live relighting discards the recorded interior, mission or scripted timecycle modifier.

Version awareness

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.

Accuracy policy

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.