FPS Booster
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FPS Booster

Universal Scriptkevinmitnickhkrkevinmitnickhkr 16.2K views 296 executesUpdated Nov 5, 2024
Unrated
00
Lua Script•140 lines (3706 chars)
-- Made By @KevinMitnickHKR.
-- Note: Do Not Claim That This Is Yours.
-- This Code Is Open Source But If You Are Gonna Steal The Whole Code And Claiming it To Be Yours Your Gonna Be Reported And Announced.
-- Contact Me At Discord If You Need Anything Else.

-- Updated v2

local a = tick()

if not game:IsLoaded() then
    game.Loaded:Wait()
end
wait(0.1)

pcall(function()
    sethiddenproperty(game.Lighting, "Technology", 2)
end)
pcall(function()
    game.Lighting.GlobalShadows = false
end)
pcall(function()
    game.Lighting.FogEnd = 9e9
end)

pcall(function()
    local sky = game.Lighting:FindFirstChildOfClass("Sky")
    if sky then
        sky:Destroy()
    end
end)

pcall(function()
    local bloom = game.Lighting:FindFirstChild("Bloom")
    if bloom and bloom:IsA("BloomEffect") then
        bloom.Enabled = false
    end
end)

pcall(function()
    local depthOfField = game.Lighting:FindFirstChild("DepthOfField")
    if depthOfField and depthOfField:IsA("DepthOfFieldEffect") then
        depthOfField.Enabled = false
    end
end)

pcall(function()
    local sunRays = game.Lighting:FindFirstChild("SunRays")
    if sunRays and sunRays:IsA("SunRaysEffect") then
        sunRays.Enabled = false
    end
end)

pcall(function()
    local vignette = game.Lighting:FindFirstChild("Vignette")
    if vignette and vignette:IsA("VignetteEffect") then
        vignette.Enabled = false
    end
end)

pcall(function()
    local colorCorrection = game.Lighting:FindFirstChild("ColorCorrection")
    if colorCorrection and colorCorrection:IsA("ColorCorrectionEffect") then
        colorCorrection.Enabled = false
    end
end)

pcall(function()
    settings().Rendering.QualityLevel = 1
end)
pcall(function()
    setsimulationradius(0, 0)
end)

pcall(function()
    local terrain = workspace:FindFirstChildOfClass("Terrain")
    if terrain then
        sethiddenproperty(terrain, "Decoration", false)
        terrain.Elasticity = 0
        terrain.WaterEnabled = false
        terrain.SmoothTerrain = false
    end
end)

for _, descendant in pairs(game:GetDescendants()) do
    pcall(function()
        if descendant:IsA("ParticleEmitter") then
            descendant.Enabled = false
        elseif descendant:IsA("Trail") then
            descendant.Enabled = false
        elseif descendant:IsA("Smoke") then
            descendant.Enabled = false
        end
    end)
end

for _, descendant in pairs(game:GetDescendants()) do
    pcall(function()
        if descendant:IsA("Explosion") or descendant:IsA("Fire") or descendant:IsA("Sparkles") then
            descendant:Destroy()
        end
    end)
end

for _, c in pairs(game:GetDescendants()) do
    task.spawn(function()
        wait()
        pcall(function()
            if c:IsA("DataModelMesh") then
                sethiddenproperty(c, "LODX", Enum.LevelOfDetailSetting.Low)
                sethiddenproperty(c, "LODY", Enum.LevelOfDetailSetting.Low)
                c.CollisionFidelity = "Hull"
            elseif c:IsA("UnionOperation") then
                c.CollisionFidelity = "Hull"
            elseif c:IsA("Model") then
                sethiddenproperty(c, "LevelOfDetail", 1)
            elseif c:IsA("BasePart") then
                c.Reflectance = 0
                c.CastShadow = false
            end
        end)
    end)
end

for _, e in pairs(game.Lighting:GetChildren()) do
    pcall(function()
        if e:IsA("PostEffect") then
            e.Enabled = false
        end
    end)
end

for _, part in pairs(workspace:GetDescendants()) do
    pcall(function()
        if part:IsA("BasePart") then
            part.CastShadow = false
        end
    end)
end

warn("Low graphics loaded! (" .. math.floor(tick() - a) .. "s)")

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