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- --[[
- MAX FPS BOOSTER | TRULY DOGSHIT PS1 GRAPHICS
- -no textures
- -simple shadows
- -simple water
- -no particles, reflections, or post effects
- -simplified hitboxes
- -no rendering tiny parts (<5 studs)
- --faster dex
- -**no terrain at all** | replaced with a huge baseplate | press CTRL+BRACKETS to change the baseplate height
- --]]
- if not game:IsLoaded() then
- game.Loaded:Wait()
- wait(10)
- end
- local function check(inst)
- local class = inst.ClassName
- if class == "Decal" or class == "Texture" then
- inst.Texture = ""
- elseif class == "SpecialMesh" then
- inst.TextureId = ""
- elseif class == "ParticleEmitter" then
- inst.Texture = ""
- inst.Rate = 0
- elseif inst:IsA("BasePart") then
- inst.Material = "SmoothPlastic"
- inst.Reflectance = 0
- inst.CastShadow = false
- if class == "MeshPart" then
- inst.TextureID = ""
- inst.CollisionFidelity = "Hull"
- elseif class == "UnionOperation" then
- inst.CollisionFidelity = "Hull"
- end
- if inst.Anchored and inst.Size.Magnitude < 5 then
- inst.Transparency = 1
- inst.CanCollide = false
- --inst:Destroy()
- end
- end
- end
- local function removeDups(children)
- if #children > 99 then
- local myname = tostring(game:GetService("Players").LocalPlayer)
- local fake = {Name = myname}
- for i=1,#children do
- local name1 = children[i].Name
- if name1 ~= myname and name1 ~= "Terrain" then
- local moved = false
- for j=i+1,#children do
- if children[j].Name == name1 then
- moved = true
- children[j].Parent = workspace.Terrain
- children[j] = fake
- end
- end
- if moved then
- children[i].Parent = workspace.Terrain
- end
- end
- end
- end
- end
- settings().Rendering.QualityLevel = Enum.QualityLevel.Level01
- UserSettings():GetService("UserGameSettings").SavedQualityLevel = Enum.SavedQualitySetting.QualityLevel1
- settings().Rendering.EagerBulkExecution = false
- settings().Network.IncomingReplicationLag = -1000
- workspace:WaitForChild("Terrain")
- workspace.Terrain.WaterReflectance = 0
- workspace.Terrain.WaterWaveSize = 0
- workspace.Terrain.WaterWaveSpeed = 0
- workspace.Terrain.WaterTransparency = 0
- game:GetService("Lighting").GlobalShadows = false
- workspace.Terrain:Clear()
- local plates = {}
- if not workspace:FindFirstChild("Baseplate") then
- for x=-1,1,2 do
- for z=-1,1,2 do
- local part = Instance.new("Part")
- part.Size = Vector3.new(2048,5,2048)
- part.CFrame = CFrame.new(1024*x,-5,1024*z)
- part.Anchored=true
- part.Material="SmoothPlastic"
- part.Color = Color3.new(0.36,0.6,0.3)
- part.Name = "Baseplate"
- part.Parent= workspace
- plates[#plates+1]= part
- end
- end
- end
- local UIS = game:GetService("UserInputService")
- UIS.InputBegan:Connect(function(input,gpe)
- if gpe==false and UIS:IsKeyDown("LeftControl") then
- if input.KeyCode==Enum.KeyCode.RightBracket then
- for _,part in ipairs(plates) do
- part.CFrame=part.CFrame+Vector3.new(0,2.5,0)
- end
- elseif input.KeyCode==Enum.KeyCode.LeftBracket then
- for _,part in ipairs(plates) do
- part.CFrame=part.CFrame-Vector3.new(0,2.5,0)
- end
- end
- end
- end)
- wait(0.3)
- while true do
- for _,v in ipairs(game:GetService("Lighting"):GetDescendants()) do
- if v:IsA("PostEffect") then
- v.Enabled = false
- end
- end
- local des = workspace:GetDescendants()
- for i=1,#des do
- check(des[i])
- end
- wait(0.3)
- --faster dex
- removeDups(workspace:GetChildren())
- wait(600)
- end
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