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) ]])()