Rockstar Editor+ 1.5.1
2.568
71
2.568
71
Rockstar Editor+ is an overhaul of GTA V's Rockstar Editor. It rewrites how the camera moves, fixes engine behaviour that gets in the way of shooting, and replaces the Export button with its own render pipeline.
Works on Legacy, Enhanced and FiveM from a single build.
1 — CAMERA AND SCENE
Smooth Blend, rewritten and fixed
Smooth Blend is the transition every moving shot depends on, and stock it is a straight line between markers with a damped spring on top. The path cannot arc, the spring undershoots corners so the camera never quite arrives where you placed the marker, and speed steps at every keyframe.
• Position — a spline that passes exactly through every marker
• Rotation — interpolated across markers, continuous in rate
• Field of view — monotone, so a zoom never overshoots
• Speed — continuous across markers, no kick at a keyframe
• Mounted shots — markers attached to a car or ped curve in that entity's own frame, so they ride along exactly as stock does
• Look-at markers — re-aimed from the splined position, so the subject stays framed
Per-marker overrides for curve tension, ease-in, ease-out, or reverting a single segment to stock. Markers set to None stay hard cuts.
Stage Lights
You are able to add custom stage lights with full control over their appearance and animation, up to 32 lights per-clip.
• Pick between Spot or Point light
• Customize their color, radius, intensity
• Make it move around, animate per-keyframe
• Change it's properties, including volumetric fog, shadows and their quality
• Blackout-resistant, works in any game conditions to create the most unique scenes that were not possible before
In-clip Weather & Time controls
Global RE+ settings allow you to change scene weather and time without recording clips again.
• Weather picker & ability to blend two weathers to get something in between
• Time picker, change between day and night
• Wetness level picker, configure how much puddles you want
Camera shake
Procedural six-axis handheld shake, configured per marker in real units — degrees and hertz, not arbitrary sliders.
• Optional coupling to camera speed, so the rig shakes harder when moving
• Simple mode (amplitude and frequency), or a two-layer sway/jitter model with per-axis weights
• Copy one marker's shake to every marker in the project in one action
2 — ENGINE FIXES
The stall between every action
On a heavily modded install the editor freezes for seconds after every seek, cut and marker move, with the controls locked. Everyone assumes memory — and every heap, pool and VRAM adjuster ever pointed at it has failed to help.
It is not a capacity problem. After every seek the editor precaches, and stock code will not continue until the outstanding streaming requests for the whole game have been zero for ten consecutive frames. A modded game never reaches zero, so the wait always runs out its give-up timer instead. Nothing you can allocate makes an idle requirement true, which is exactly why more memory never fixed it. A high frame rate makes it longer, not shorter, because that timer counts frames rather than milliseconds.
RE+ drops the whole-game idle requirement and puts a ceiling on the wait that actually matters — the replay's own preload. Two smaller waits go with it. All of it is gated on the editor being open, so gameplay, recording and clip loading are untouched.
Detail follows the camera
The world streams around the player, not the camera. Fly the free camera any real distance and you are filming a scene that is still being loaded for someone standing where you took off — low LOD, missing map, and traffic that thins out around the shot. Map data, collision, peds and population now centre on the camera instead, through the same mechanism the game's own player-switch camera uses.
Editor restrictions removed
• Camera distance limit from the player lifted
• Camera collision disabled — the camera passes through geometry instead of being shoved off your authored path
• Social Club profanity check bypassed, so naming and exporting work offline
• Clip Recording Heap Adjuster, allows to record x4 sized clips, tunable
• First person view clips camera restriction disable
• Zoom range extension
Each of these is a single setting and each resolves independently: if a pattern does not match on your build, that one item switches itself off and says so in the log, keeping the rest.
3 — RENDERING
Render pipeline (Requires ReShade & our custom IGCS Connector addon)
Experimental, takes over the Export button. Ships disabled — enable it in Render.ini.
• Video, or a numbered PNG / JPEG sequence
• No watermark
• Two frame accumulation rendering modes: Sliding & Walking
• IGCS Depth Of Field physically accurate bokeh video & photo rendering, extremely time consuming
• Any frame rate, independent of your playback rate
• True accumulated motion blur with a configurable shutter
• Renders a marker's slow or fast motion, with the audio pitched to match
• Project audio captured and muxed into video output
• h264, h265, nvenc_hevc, prores_hq and lossless presets included, with CRF or bitrate targets; arbitrary ffmpeg arguments accepted
• Escape stops a render and keeps what it has already written
Configuration
Everything is in the editor itself — a Rockstar Editor+ row in the marker menus, with global settings on the top-level menu and per-marker settings in the camera submenu. Changes save automatically. Per-marker settings are stored outside the .clip file, so projects stay loadable without the mod installed.
Installation
1. Install an ASI loader.
2. Extract the download into your game folder, beside GTA5.exe or GTA5_Enhanced.exe.
3. (Rendering and depth of field only) Install ReShade — it must be the build with full add-on support, as the ordinary build cannot load add-ons at all.
The capture add-on, its depth-of-field shader and ffmpeg are all included. ReShade itself is not, since it has its own installer and update cycle.
FiveM: the same files go into your FiveM\FiveM.app\plugins folder instead. No separate download, nothing to enable.
Notes
• Smooth Blend, shake and the engine fixes need only the ASI loader. ReShade is required for rendering because an ASI cannot read the GPU frame buffer on its own.
• The renderer ships off because diverting the export bake stops other export tools (EVE, EVER) from running — they do not error, they simply never fire. Everything else the mod does is additive.
Links
• Source code on GitHub
• Join our Discord
• Support on Patreon
Licensed GPL-3.0-only. Bundles MinHook (BSD 2-clause), a GPLv3 build of FFmpeg, and IgcsConnector by Frans Bouma (add-on MIT, IgcsDof.fx BSD 2-clause).
Changelog
1.0 - Initial release.
1.0.1 - Fixed crash on render startup & inverted image colors.
1.0.2 - Added Render Preset maker tool inside RockstarEditorPlus folder & rendering engine bug fixes.
1.1 - Added Clip Recording Heap Adjuster & FPV clips camera restrictions disabled & other fixes.
1.1.1 - Added Sliding (similar to Simple Camera rendering) rendering mode.
1.2 - Weather & time in-clip control via Rockstar Editor+ menu, RE+ render settings inside Rockstar Editor Export menu, FiveM & other minor fixes.
1.2.1 - Fixed Exporting being broken if motion blur is disabled or sample count is too low.
1.3 - Editor buffering between every action fixed, streaming detail now follows the camera, slow motion clips render correctly with matching audio, bitrate & ProRes 4:4:4 options in the preset tool, Escape cancels a running render, UI no longer captured into rendered frames & renderer fixes.
1.4 - IGCS Depth Of Field rendering mode (VERY EXPENSIVE, VERY EXPERIMENTAL, DONT USE IF YOU HAVE NO IDEA WHAT YOU'RE DOING), Camera Weight options to make splines less sensetive & rendering and other fixes.
1.5 - Stage Lights integration inside RE+ Global Native Menu.
1.5.1 - IGCS Depth Of Field as a video exporting modifier & minor fixes.
Works on Legacy, Enhanced and FiveM from a single build.
1 — CAMERA AND SCENE
Smooth Blend, rewritten and fixed
Smooth Blend is the transition every moving shot depends on, and stock it is a straight line between markers with a damped spring on top. The path cannot arc, the spring undershoots corners so the camera never quite arrives where you placed the marker, and speed steps at every keyframe.
• Position — a spline that passes exactly through every marker
• Rotation — interpolated across markers, continuous in rate
• Field of view — monotone, so a zoom never overshoots
• Speed — continuous across markers, no kick at a keyframe
• Mounted shots — markers attached to a car or ped curve in that entity's own frame, so they ride along exactly as stock does
• Look-at markers — re-aimed from the splined position, so the subject stays framed
Per-marker overrides for curve tension, ease-in, ease-out, or reverting a single segment to stock. Markers set to None stay hard cuts.
Stage Lights
You are able to add custom stage lights with full control over their appearance and animation, up to 32 lights per-clip.
• Pick between Spot or Point light
• Customize their color, radius, intensity
• Make it move around, animate per-keyframe
• Change it's properties, including volumetric fog, shadows and their quality
• Blackout-resistant, works in any game conditions to create the most unique scenes that were not possible before
In-clip Weather & Time controls
Global RE+ settings allow you to change scene weather and time without recording clips again.
• Weather picker & ability to blend two weathers to get something in between
• Time picker, change between day and night
• Wetness level picker, configure how much puddles you want
Camera shake
Procedural six-axis handheld shake, configured per marker in real units — degrees and hertz, not arbitrary sliders.
• Optional coupling to camera speed, so the rig shakes harder when moving
• Simple mode (amplitude and frequency), or a two-layer sway/jitter model with per-axis weights
• Copy one marker's shake to every marker in the project in one action
2 — ENGINE FIXES
The stall between every action
On a heavily modded install the editor freezes for seconds after every seek, cut and marker move, with the controls locked. Everyone assumes memory — and every heap, pool and VRAM adjuster ever pointed at it has failed to help.
It is not a capacity problem. After every seek the editor precaches, and stock code will not continue until the outstanding streaming requests for the whole game have been zero for ten consecutive frames. A modded game never reaches zero, so the wait always runs out its give-up timer instead. Nothing you can allocate makes an idle requirement true, which is exactly why more memory never fixed it. A high frame rate makes it longer, not shorter, because that timer counts frames rather than milliseconds.
RE+ drops the whole-game idle requirement and puts a ceiling on the wait that actually matters — the replay's own preload. Two smaller waits go with it. All of it is gated on the editor being open, so gameplay, recording and clip loading are untouched.
Detail follows the camera
The world streams around the player, not the camera. Fly the free camera any real distance and you are filming a scene that is still being loaded for someone standing where you took off — low LOD, missing map, and traffic that thins out around the shot. Map data, collision, peds and population now centre on the camera instead, through the same mechanism the game's own player-switch camera uses.
Editor restrictions removed
• Camera distance limit from the player lifted
• Camera collision disabled — the camera passes through geometry instead of being shoved off your authored path
• Social Club profanity check bypassed, so naming and exporting work offline
• Clip Recording Heap Adjuster, allows to record x4 sized clips, tunable
• First person view clips camera restriction disable
• Zoom range extension
Each of these is a single setting and each resolves independently: if a pattern does not match on your build, that one item switches itself off and says so in the log, keeping the rest.
3 — RENDERING
Render pipeline (Requires ReShade & our custom IGCS Connector addon)
Experimental, takes over the Export button. Ships disabled — enable it in Render.ini.
• Video, or a numbered PNG / JPEG sequence
• No watermark
• Two frame accumulation rendering modes: Sliding & Walking
• IGCS Depth Of Field physically accurate bokeh video & photo rendering, extremely time consuming
• Any frame rate, independent of your playback rate
• True accumulated motion blur with a configurable shutter
• Renders a marker's slow or fast motion, with the audio pitched to match
• Project audio captured and muxed into video output
• h264, h265, nvenc_hevc, prores_hq and lossless presets included, with CRF or bitrate targets; arbitrary ffmpeg arguments accepted
• Escape stops a render and keeps what it has already written
Configuration
Everything is in the editor itself — a Rockstar Editor+ row in the marker menus, with global settings on the top-level menu and per-marker settings in the camera submenu. Changes save automatically. Per-marker settings are stored outside the .clip file, so projects stay loadable without the mod installed.
Installation
1. Install an ASI loader.
2. Extract the download into your game folder, beside GTA5.exe or GTA5_Enhanced.exe.
3. (Rendering and depth of field only) Install ReShade — it must be the build with full add-on support, as the ordinary build cannot load add-ons at all.
The capture add-on, its depth-of-field shader and ffmpeg are all included. ReShade itself is not, since it has its own installer and update cycle.
FiveM: the same files go into your FiveM\FiveM.app\plugins folder instead. No separate download, nothing to enable.
Notes
• Smooth Blend, shake and the engine fixes need only the ASI loader. ReShade is required for rendering because an ASI cannot read the GPU frame buffer on its own.
• The renderer ships off because diverting the export bake stops other export tools (EVE, EVER) from running — they do not error, they simply never fire. Everything else the mod does is additive.
Links
• Source code on GitHub
• Join our Discord
• Support on Patreon
Licensed GPL-3.0-only. Bundles MinHook (BSD 2-clause), a GPLv3 build of FFmpeg, and IgcsConnector by Frans Bouma (add-on MIT, IgcsDof.fx BSD 2-clause).
Changelog
1.0 - Initial release.
1.0.1 - Fixed crash on render startup & inverted image colors.
1.0.2 - Added Render Preset maker tool inside RockstarEditorPlus folder & rendering engine bug fixes.
1.1 - Added Clip Recording Heap Adjuster & FPV clips camera restrictions disabled & other fixes.
1.1.1 - Added Sliding (similar to Simple Camera rendering) rendering mode.
1.2 - Weather & time in-clip control via Rockstar Editor+ menu, RE+ render settings inside Rockstar Editor Export menu, FiveM & other minor fixes.
1.2.1 - Fixed Exporting being broken if motion blur is disabled or sample count is too low.
1.3 - Editor buffering between every action fixed, streaming detail now follows the camera, slow motion clips render correctly with matching audio, bitrate & ProRes 4:4:4 options in the preset tool, Escape cancels a running render, UI no longer captured into rendered frames & renderer fixes.
1.4 - IGCS Depth Of Field rendering mode (VERY EXPENSIVE, VERY EXPERIMENTAL, DONT USE IF YOU HAVE NO IDEA WHAT YOU'RE DOING), Camera Weight options to make splines less sensetive & rendering and other fixes.
1.5 - Stage Lights integration inside RE+ Global Native Menu.
1.5.1 - IGCS Depth Of Field as a video exporting modifier & minor fixes.
Tải lên lần đầu: 01 Tháng tám, 2026
Cập nhật lần cuối: 1 ngày trước
Last Downloaded: 2 phút trước
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Rockstar Editor+ is an overhaul of GTA V's Rockstar Editor. It rewrites how the camera moves, fixes engine behaviour that gets in the way of shooting, and replaces the Export button with its own render pipeline.
Works on Legacy, Enhanced and FiveM from a single build.
1 — CAMERA AND SCENE
Smooth Blend, rewritten and fixed
Smooth Blend is the transition every moving shot depends on, and stock it is a straight line between markers with a damped spring on top. The path cannot arc, the spring undershoots corners so the camera never quite arrives where you placed the marker, and speed steps at every keyframe.
• Position — a spline that passes exactly through every marker
• Rotation — interpolated across markers, continuous in rate
• Field of view — monotone, so a zoom never overshoots
• Speed — continuous across markers, no kick at a keyframe
• Mounted shots — markers attached to a car or ped curve in that entity's own frame, so they ride along exactly as stock does
• Look-at markers — re-aimed from the splined position, so the subject stays framed
Per-marker overrides for curve tension, ease-in, ease-out, or reverting a single segment to stock. Markers set to None stay hard cuts.
Stage Lights
You are able to add custom stage lights with full control over their appearance and animation, up to 32 lights per-clip.
• Pick between Spot or Point light
• Customize their color, radius, intensity
• Make it move around, animate per-keyframe
• Change it's properties, including volumetric fog, shadows and their quality
• Blackout-resistant, works in any game conditions to create the most unique scenes that were not possible before
In-clip Weather & Time controls
Global RE+ settings allow you to change scene weather and time without recording clips again.
• Weather picker & ability to blend two weathers to get something in between
• Time picker, change between day and night
• Wetness level picker, configure how much puddles you want
Camera shake
Procedural six-axis handheld shake, configured per marker in real units — degrees and hertz, not arbitrary sliders.
• Optional coupling to camera speed, so the rig shakes harder when moving
• Simple mode (amplitude and frequency), or a two-layer sway/jitter model with per-axis weights
• Copy one marker's shake to every marker in the project in one action
2 — ENGINE FIXES
The stall between every action
On a heavily modded install the editor freezes for seconds after every seek, cut and marker move, with the controls locked. Everyone assumes memory — and every heap, pool and VRAM adjuster ever pointed at it has failed to help.
It is not a capacity problem. After every seek the editor precaches, and stock code will not continue until the outstanding streaming requests for the whole game have been zero for ten consecutive frames. A modded game never reaches zero, so the wait always runs out its give-up timer instead. Nothing you can allocate makes an idle requirement true, which is exactly why more memory never fixed it. A high frame rate makes it longer, not shorter, because that timer counts frames rather than milliseconds.
RE+ drops the whole-game idle requirement and puts a ceiling on the wait that actually matters — the replay's own preload. Two smaller waits go with it. All of it is gated on the editor being open, so gameplay, recording and clip loading are untouched.
Detail follows the camera
The world streams around the player, not the camera. Fly the free camera any real distance and you are filming a scene that is still being loaded for someone standing where you took off — low LOD, missing map, and traffic that thins out around the shot. Map data, collision, peds and population now centre on the camera instead, through the same mechanism the game's own player-switch camera uses.
Editor restrictions removed
• Camera distance limit from the player lifted
• Camera collision disabled — the camera passes through geometry instead of being shoved off your authored path
• Social Club profanity check bypassed, so naming and exporting work offline
• Clip Recording Heap Adjuster, allows to record x4 sized clips, tunable
• First person view clips camera restriction disable
• Zoom range extension
Each of these is a single setting and each resolves independently: if a pattern does not match on your build, that one item switches itself off and says so in the log, keeping the rest.
3 — RENDERING
Render pipeline (Requires ReShade & our custom IGCS Connector addon)
Experimental, takes over the Export button. Ships disabled — enable it in Render.ini.
• Video, or a numbered PNG / JPEG sequence
• No watermark
• Two frame accumulation rendering modes: Sliding & Walking
• IGCS Depth Of Field physically accurate bokeh video & photo rendering, extremely time consuming
• Any frame rate, independent of your playback rate
• True accumulated motion blur with a configurable shutter
• Renders a marker's slow or fast motion, with the audio pitched to match
• Project audio captured and muxed into video output
• h264, h265, nvenc_hevc, prores_hq and lossless presets included, with CRF or bitrate targets; arbitrary ffmpeg arguments accepted
• Escape stops a render and keeps what it has already written
Configuration
Everything is in the editor itself — a Rockstar Editor+ row in the marker menus, with global settings on the top-level menu and per-marker settings in the camera submenu. Changes save automatically. Per-marker settings are stored outside the .clip file, so projects stay loadable without the mod installed.
Installation
1. Install an ASI loader.
2. Extract the download into your game folder, beside GTA5.exe or GTA5_Enhanced.exe.
3. (Rendering and depth of field only) Install ReShade — it must be the build with full add-on support, as the ordinary build cannot load add-ons at all.
The capture add-on, its depth-of-field shader and ffmpeg are all included. ReShade itself is not, since it has its own installer and update cycle.
FiveM: the same files go into your FiveM\FiveM.app\plugins folder instead. No separate download, nothing to enable.
Notes
• Smooth Blend, shake and the engine fixes need only the ASI loader. ReShade is required for rendering because an ASI cannot read the GPU frame buffer on its own.
• The renderer ships off because diverting the export bake stops other export tools (EVE, EVER) from running — they do not error, they simply never fire. Everything else the mod does is additive.
Links
• Source code on GitHub
• Join our Discord
• Support on Patreon
Licensed GPL-3.0-only. Bundles MinHook (BSD 2-clause), a GPLv3 build of FFmpeg, and IgcsConnector by Frans Bouma (add-on MIT, IgcsDof.fx BSD 2-clause).
Changelog
1.0 - Initial release.
1.0.1 - Fixed crash on render startup & inverted image colors.
1.0.2 - Added Render Preset maker tool inside RockstarEditorPlus folder & rendering engine bug fixes.
1.1 - Added Clip Recording Heap Adjuster & FPV clips camera restrictions disabled & other fixes.
1.1.1 - Added Sliding (similar to Simple Camera rendering) rendering mode.
1.2 - Weather & time in-clip control via Rockstar Editor+ menu, RE+ render settings inside Rockstar Editor Export menu, FiveM & other minor fixes.
1.2.1 - Fixed Exporting being broken if motion blur is disabled or sample count is too low.
1.3 - Editor buffering between every action fixed, streaming detail now follows the camera, slow motion clips render correctly with matching audio, bitrate & ProRes 4:4:4 options in the preset tool, Escape cancels a running render, UI no longer captured into rendered frames & renderer fixes.
1.4 - IGCS Depth Of Field rendering mode (VERY EXPENSIVE, VERY EXPERIMENTAL, DONT USE IF YOU HAVE NO IDEA WHAT YOU'RE DOING), Camera Weight options to make splines less sensetive & rendering and other fixes.
1.5 - Stage Lights integration inside RE+ Global Native Menu.
1.5.1 - IGCS Depth Of Field as a video exporting modifier & minor fixes.
Works on Legacy, Enhanced and FiveM from a single build.
1 — CAMERA AND SCENE
Smooth Blend, rewritten and fixed
Smooth Blend is the transition every moving shot depends on, and stock it is a straight line between markers with a damped spring on top. The path cannot arc, the spring undershoots corners so the camera never quite arrives where you placed the marker, and speed steps at every keyframe.
• Position — a spline that passes exactly through every marker
• Rotation — interpolated across markers, continuous in rate
• Field of view — monotone, so a zoom never overshoots
• Speed — continuous across markers, no kick at a keyframe
• Mounted shots — markers attached to a car or ped curve in that entity's own frame, so they ride along exactly as stock does
• Look-at markers — re-aimed from the splined position, so the subject stays framed
Per-marker overrides for curve tension, ease-in, ease-out, or reverting a single segment to stock. Markers set to None stay hard cuts.
Stage Lights
You are able to add custom stage lights with full control over their appearance and animation, up to 32 lights per-clip.
• Pick between Spot or Point light
• Customize their color, radius, intensity
• Make it move around, animate per-keyframe
• Change it's properties, including volumetric fog, shadows and their quality
• Blackout-resistant, works in any game conditions to create the most unique scenes that were not possible before
In-clip Weather & Time controls
Global RE+ settings allow you to change scene weather and time without recording clips again.
• Weather picker & ability to blend two weathers to get something in between
• Time picker, change between day and night
• Wetness level picker, configure how much puddles you want
Camera shake
Procedural six-axis handheld shake, configured per marker in real units — degrees and hertz, not arbitrary sliders.
• Optional coupling to camera speed, so the rig shakes harder when moving
• Simple mode (amplitude and frequency), or a two-layer sway/jitter model with per-axis weights
• Copy one marker's shake to every marker in the project in one action
2 — ENGINE FIXES
The stall between every action
On a heavily modded install the editor freezes for seconds after every seek, cut and marker move, with the controls locked. Everyone assumes memory — and every heap, pool and VRAM adjuster ever pointed at it has failed to help.
It is not a capacity problem. After every seek the editor precaches, and stock code will not continue until the outstanding streaming requests for the whole game have been zero for ten consecutive frames. A modded game never reaches zero, so the wait always runs out its give-up timer instead. Nothing you can allocate makes an idle requirement true, which is exactly why more memory never fixed it. A high frame rate makes it longer, not shorter, because that timer counts frames rather than milliseconds.
RE+ drops the whole-game idle requirement and puts a ceiling on the wait that actually matters — the replay's own preload. Two smaller waits go with it. All of it is gated on the editor being open, so gameplay, recording and clip loading are untouched.
Detail follows the camera
The world streams around the player, not the camera. Fly the free camera any real distance and you are filming a scene that is still being loaded for someone standing where you took off — low LOD, missing map, and traffic that thins out around the shot. Map data, collision, peds and population now centre on the camera instead, through the same mechanism the game's own player-switch camera uses.
Editor restrictions removed
• Camera distance limit from the player lifted
• Camera collision disabled — the camera passes through geometry instead of being shoved off your authored path
• Social Club profanity check bypassed, so naming and exporting work offline
• Clip Recording Heap Adjuster, allows to record x4 sized clips, tunable
• First person view clips camera restriction disable
• Zoom range extension
Each of these is a single setting and each resolves independently: if a pattern does not match on your build, that one item switches itself off and says so in the log, keeping the rest.
3 — RENDERING
Render pipeline (Requires ReShade & our custom IGCS Connector addon)
Experimental, takes over the Export button. Ships disabled — enable it in Render.ini.
• Video, or a numbered PNG / JPEG sequence
• No watermark
• Two frame accumulation rendering modes: Sliding & Walking
• IGCS Depth Of Field physically accurate bokeh video & photo rendering, extremely time consuming
• Any frame rate, independent of your playback rate
• True accumulated motion blur with a configurable shutter
• Renders a marker's slow or fast motion, with the audio pitched to match
• Project audio captured and muxed into video output
• h264, h265, nvenc_hevc, prores_hq and lossless presets included, with CRF or bitrate targets; arbitrary ffmpeg arguments accepted
• Escape stops a render and keeps what it has already written
Configuration
Everything is in the editor itself — a Rockstar Editor+ row in the marker menus, with global settings on the top-level menu and per-marker settings in the camera submenu. Changes save automatically. Per-marker settings are stored outside the .clip file, so projects stay loadable without the mod installed.
Installation
1. Install an ASI loader.
2. Extract the download into your game folder, beside GTA5.exe or GTA5_Enhanced.exe.
3. (Rendering and depth of field only) Install ReShade — it must be the build with full add-on support, as the ordinary build cannot load add-ons at all.
The capture add-on, its depth-of-field shader and ffmpeg are all included. ReShade itself is not, since it has its own installer and update cycle.
FiveM: the same files go into your FiveM\FiveM.app\plugins folder instead. No separate download, nothing to enable.
Notes
• Smooth Blend, shake and the engine fixes need only the ASI loader. ReShade is required for rendering because an ASI cannot read the GPU frame buffer on its own.
• The renderer ships off because diverting the export bake stops other export tools (EVE, EVER) from running — they do not error, they simply never fire. Everything else the mod does is additive.
Links
• Source code on GitHub
• Join our Discord
• Support on Patreon
Licensed GPL-3.0-only. Bundles MinHook (BSD 2-clause), a GPLv3 build of FFmpeg, and IgcsConnector by Frans Bouma (add-on MIT, IgcsDof.fx BSD 2-clause).
Changelog
1.0 - Initial release.
1.0.1 - Fixed crash on render startup & inverted image colors.
1.0.2 - Added Render Preset maker tool inside RockstarEditorPlus folder & rendering engine bug fixes.
1.1 - Added Clip Recording Heap Adjuster & FPV clips camera restrictions disabled & other fixes.
1.1.1 - Added Sliding (similar to Simple Camera rendering) rendering mode.
1.2 - Weather & time in-clip control via Rockstar Editor+ menu, RE+ render settings inside Rockstar Editor Export menu, FiveM & other minor fixes.
1.2.1 - Fixed Exporting being broken if motion blur is disabled or sample count is too low.
1.3 - Editor buffering between every action fixed, streaming detail now follows the camera, slow motion clips render correctly with matching audio, bitrate & ProRes 4:4:4 options in the preset tool, Escape cancels a running render, UI no longer captured into rendered frames & renderer fixes.
1.4 - IGCS Depth Of Field rendering mode (VERY EXPENSIVE, VERY EXPERIMENTAL, DONT USE IF YOU HAVE NO IDEA WHAT YOU'RE DOING), Camera Weight options to make splines less sensetive & rendering and other fixes.
1.5 - Stage Lights integration inside RE+ Global Native Menu.
1.5.1 - IGCS Depth Of Field as a video exporting modifier & minor fixes.
Tải lên lần đầu: 01 Tháng tám, 2026
Cập nhật lần cuối: 1 ngày trước
Last Downloaded: 2 phút trước









WHEN I RENDER IT JUST RECORDS THE AUDIO, BUT THE MP4 DOESN'T WORK, AND WHEN I TRY TO EXPORT IT AGAIN IT GETS FROZEN AND I HAVE TO QUIT WITH ESC ...
is it compatible with build 2545??
@DAMIANRELOADED audio renders first, then it starts to render a video. Its a dual-pass rendering. Read documentation before shitting in the river
@harryrippa most of the stuff should work, but there may be some exceptions. Log file will tell
Hi, listen, you better show the video normally because the video doesn't show here
@Volossya99 enable VPN and enjoy the ДВИЖУХА
@safari4831 ebat tak ti na russkom bazarish?
@ComPlex_Studios Definitely agree with that. Thought I was the only one, a bit complicated for someone that's new to this as well.
@safari4831 Yes, the audio works, but the mp4 gives me an error. I removed everything in the background up to OBS but nothing works. By the way, when I try to render again it freezes and stays like an image, and I can't go past that, so I have to restart the whole game. Do you have Discord so I can send you a video?
@safari4831 should i just drag the files in gta directory??
@DAMIANRELOADED discord is here at the bottom of the mod description
@Firaga You're wrong. EVE version 0.0.5 works; only versions above that have the problem. I've tested it.
@Safari4831
I just wanted to say thank you to you and your team for new mods launched
I've been following CoreFX for years, and it's been awesome to see how much the project has grown. Your work has taken GTA filmmaking to another level
You guys are easily the #1 team when it comes to GTA mods and innovation
Thanks again, and I hope to see you working on GTA 6 in the future ^^
Hello, is it possible to record the first-person perspective of an NPC when switching between NPCs?
10/10
The Hide HUD Still not working
can it enable the R Editior in Cracked?
Hello, could you please add an update that allows recording from an NPC's first-person perspective? Currently, in the editor's free mode, you can only position the camera for the NPC's third-person view.
So I really see the potential in this mod. From my own messing around, I'm starting to get the hang of it. However I'm encountering a problem when I try to attach the camera to a player while driving/walking. I set the markers with the last one being the one I attach to the player, between the last two markers it skips. If need be I can record an example.
this is amazing! Where have you been 5, 10 years ago :D