Player settings

The Settings tab opens on two cards: GTA V Settings (the native Rockstar options, recoloured to your accent) and Game Settings — your own player-side panel with three sections.

All player settings are stored in client KVP, per machine. No SQL table, no server round-trip — the player's choices survive reloads and never touch your database.

FPS optimisation

Per-player levers to claw back frames on weaker PCs:

  • Decals — removes bullet holes, blood pools and skid marks.
  • Blood on peds — continuously clears blood and visible damage.
  • Shadows — lowers shadow quality (one of the biggest FPS wins).
  • Distant vehicle lights — hides far traffic headlights (effective at night).
  • Nearby particles — clears smoke, sparks and dust around the player.
  • Draw distance — pulls object LOD closer.
  • Timecycle — an optional visual preset (see the warning below).
Everything defaults to OFF: a graphics change the player never asked for is indistinguishable from a bug.
GTA has exactly one timecycle slot, and weather/scene scripts already own it. Only populate Config.Graphics.Timecycles on a server where nothing else drives the timecycle, or an FPS preset and your fog will overwrite each other.

Crosshair

A custom reticle rendered natively with DrawRect — four bars and an optional dot, not a NUI overlay, so it costs a few draw calls per frame only while a weapon is out.

  • Preset browser — a grid of built-in presets (Popular / Favorites / A-Z, with search).
  • Custom presets — tune size, gap, thickness, opacity, colour, centre dot and outline, then Save current as your own preset.
  • Unlimited colour — beyond the swatches there is a full HSV picker (saturation/value pad + hue slider + hex field), so any colour is possible.
  • Aim-only and outline options keep it readable and out of the way.
Presets and the active reticle persist in KVP per player, and can be applied while a weapon is drawn to preview live.

Keybinds board

A reference panel that draws the physical keyboard with your bound keys lit — each carrying a label, a description and a hover tooltip, plus a search box.

  • QWERTY / AZERTY toggle (Config.KeybindLayout) — this matters: GTA binds the physical key, so an AZERTY player's A sits where QWERTY prints Q. Showing the wrong board mislabels a whole row.
  • Shared source — if HZ-Loading runs, both screens read the same keybinds (edited once in the Loading Creator). Standalone, Config.Keybinds is the fallback so the pause menu still works sold on its own.