local a = tick() if not game:IsLoaded() then game.Loaded:Wait() end wait(.1) sethiddenproperty(game.Lighting, "Technology", 2) sethiddenproperty(workspace:FindFirstChildOfClass("Terrain"), "Decoration", false) settings().Rendering.QualityLevel = 1 setsimulationradius(0,0) game.Lighting.GlobalShadows = false game.Lighting.FogEnd = 9e9 workspace:FindFirstChildOfClass("Terrain").Elasticity = 0 for b, c in pairs(game:GetDescendants()) do task.spawn( function() wait() 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 for d, e in pairs(game.Lighting:GetChildren()) do if e:IsA("PostEffect") then e.Enabled = false end end warn("Low graphics loaded! (" .. math.floor(tick() - a) .. "s)")