-- 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)")