
KeylessUniversal

-- Roblox 客户端性能优化与 FPS 提升脚本
-- 目标:降级 Lighting 渲染、强制锁定画质 Level 1,削减 GPU/CPU 负担
local Lighting = game:GetService("Lighting")
local UserSettings = UserSettings():GetService("UserGameSettings")
local RenderingSettings = settings().Rendering
--------------------------------------------------------------------
-- 1. 强制锁死画质等级为 Level 1(忽略并覆盖用户的修改)
--------------------------------------------------------------------
local function lockQualityToLevel1()
pcall(function()
RenderingSettings.QualityLevel = Enum.QualityLevel.Level01
UserSettings.SavedQualityLevel = Enum.SavedQualityLevel.QualityLevel1
end)
end
-- 立即执行一次画质重置
lockQualityToLevel1()
-- 监听画质变更事件,防止玩家在设置菜单中手动修改画质
UserSettings:GetPropertyChangedSignal("SavedQualityLevel"):Connect(lockQualityToLevel1)
pcall(function()
RenderingSettings:GetPropertyChangedSignal("QualityLevel"):Connect(lockQualityToLevel1)
end)
--------------------------------------------------------------------
-- 2. Lighting 光照与风格优化
--------------------------------------------------------------------
pcall(function()
-- 1) 设置光照风格为 Soft (扁平化光照,关闭高阶法线与高精度动态阴影计算)
Lighting.LightingStyle = Enum.LightingStyle.Soft
-- 2) 设置光照技术为 Compatibility (兼容/支持模式)
local success = pcall(function()
Lighting.Technology = Enum.Technology.Compatibility
end)
if not success then
-- 若引擎或场景限制不支持 Compatibility,退回最省资源的 Voxel (体素光照)
Lighting.Technology = Enum.Technology.Voxel
end
-- 3) 关闭全局阴影计算
Lighting.GlobalShadows = false
-- 4) 禁用 Lighting 下的所有后期特效 (Bloom, Blur, DepthOfField, SunRays 等)
for _, effect in ipairs(Lighting:GetChildren()) do
if effect:IsA("PostEffect") then
effect.Enabled = false
end
end
end)
--------------------------------------------------------------------
-- 3. 场景物体与粒子渲染削减(进一步降低 CPU/GPU 开销)
--------------------------------------------------------------------
local function optimizeInstance(inst)
if inst:IsA("BasePart") then
inst.CastShadow = false -- 禁用场景物体的单个投影计算
elseif inst:IsA("ParticleEmitter") or inst:IsA("Trail") or inst:IsA("Smoke") or inst:IsA("Fire") then
inst.Enabled = false -- 禁用粒子与尾迹渲染
end
end
-- 清理当前地图所有物体
for _, obj in ipairs(workspace:GetDescendants()) do
optimizeInstance(obj)
end
-- 监听后续动态生成的物体
workspace.DescendantAdded:Connect(optimizeInstance)



Made for fun, right?
horrible
@voltex fr