
KeylessUniversal

loadstring([[
-- Function to enhance FPS while maintaining colors and good visual quality
local function enhanceFPS()
-- Access essential services
local runService = game:GetService("RunService")
local lighting = game:GetService("Lighting")
local terrain = workspace:FindFirstChildOfClass("Terrain")
local currentCamera = workspace.CurrentCamera
-- Adjust rendering quality to a medium-high level (use pcall to handle potential errors)
pcall(function()
settings().Rendering.QualityLevel = Enum.QualityLevel.Level07 -- Medium-high quality
end)
-- Optimize lighting settings for performance without losing color
if lighting then
lighting.GlobalShadows = true -- Keep global shadows for quality
lighting.EnvironmentDiffuseScale = 1 -- Maintain original diffuse scale for accurate lighting
lighting.EnvironmentSpecularScale = 1 -- Maintain original specular scale for reflections
lighting.Brightness = 2 -- Standard brightness for color balance
lighting.OutdoorAmbient = Color3.fromRGB(128, 128, 128) -- Neutral outdoor ambient light
-- Adjust shadow softness to a moderate level for performance
pcall(function()
lighting.ShadowSoftness = 0.4
end)
end
-- Adjust terrain settings for performance while keeping water quality and colors
if terrain then
terrain.WaterWaveSize = 0.1 -- Small waves for visual effect
terrain.WaterWaveSpeed = 10 -- Adjust wave speed
terrain.WaterReflectance = 0.4 -- Moderate reflectance for water
terrain.WaterTransparency = 0.3 -- Low transparency for realistic water
end
-- Adjust camera properties to reduce the rendering load while keeping good visual quality
if currentCamera then
currentCamera.FieldOfView = 70 -- Standard FOV to avoid excessive rendering load
end
-- Optimize particle effects and decals for performance
for _, obj in pairs(workspace:GetDescendants()) do
if obj:IsA("ParticleEmitter") or obj:IsA("Beam") or obj:IsA("Trail") then
obj.Enabled = false -- Disable heavy visual effects
elseif obj:IsA("Decal") or obj:IsA("Texture") then
obj.Transparency = 0 -- Keep decals and textures visible for color accuracy
end
end
-- Additional optimizations without altering colors
-- Disable bloom and depth of field effects for performance but keep color balance
pcall(function()
for _, effect in pairs(lighting:GetChildren()) do
if effect:IsA("BloomEffect") or effect:IsA("DepthOfFieldEffect") then
effect.Enabled = false
end
end
end)
-- No color correction or alteration effects are applied here to preserve the original colors
-- Connect a function to the Heartbeat event for real-time optimization
runService.Heartbeat:Connect(function()
-- Perform garbage collection periodically to free up memory
collectgarbage("collect")
end)
end
-- Execute the script in a protected call to avoid crashing in case of errors
pcall(function()
-- Call the original FPS booster script (if needed)
loadstring(game:HttpGet("https://raw.githubusercontent.com/RezWare-SoftWare/fpsboost.rez/refs/heads/main/boost.rez", true))()
-- Enhance FPS with custom optimizations
enhanceFPS()
end)
]])()



Bruhuhh
Sorry for copying pls forgive me