Hello.
3D Universe era GTA games were not designed to run at high FPS. Playing at a higher FPS than originally intended (25/30fps) causes significant differences in gameplay physics, such as vehicles deaccelerating very quickly after releasing the throttle key, and some single-player missions becoming impossible. This is a known fact (see "60 FPS" entry in table).
This is because GTA SA is an old game, built using legacy tech (DirectX9 / DirectSound), for a time where monitors were square, low resolution, and with refresh rates below 90Hz.
Today, we have widescreen monitors with very high resolution and very high refresh rates, with very powerful GPUs, using modern Windows that does its best to be backwards compatible with legacy apps like GTA SA.
But actually trying to play GTA SA / SAMP in 2026 on Windows 11 without any Quality of Life mods is quite painful - Alt+Tab doesn't work / crashes, the game HUD is stretched, and it likes to crash randomly - which is frustrating when playing on a mission-based server like CT where a game crash results in a loss and interruption to your flow.
This means that players like Zaca and myself who want to play GTA SA in 2026 without getting too annoyed will seek out Quality of Life mods to fix these issues when playing on modern systems.
This includes:
- SilentPatch - fixes some PC-specific bugs in the GTA engine, including some frame-timing issues
- Framerate Vigilante - fixes some issues when running at high FPS
- RefreshRateFix - sets frame limiter to display's refresh rate
- Others QoL mods exist, but they're irrelevant, including WidescreenFix (fixes stretched HUD) and GInput (allows modern XInput/Xbox-compatible game controllers to work, as they don't support legacy DirectInput)
SAMP includes its own frame limiter, capped at 90FPS and configured using /fpslimit. In Zaca's video, they have a mod "UncapFPS_UGBASEEU.asi" which I suspect removes this frame limiter. I couldn't find that exact mod, so I've installed an equivalent, PreciseFramerateLimiter, and configured it to unlimited (0) FPS.
GTA SA has a longstanding glitch, the "bunny hop glitch", where you can bunny hop higher than normal by pressing the Fire (LeftMouse) key just after releasing the bunny-hop key (LCtrl). It is timing-sensitive, so it can be difficult to achieve at low FPS.
What Zaca has done in their video, which wasn't mentioned explicitly, is they've bound the key for bunny hopping to MouseScrollDown. This is an easy way of spamming the key, but I think it could also work using macros.
When you combine these things together:
- Removal of the SAMP frame limiter = very high FPS
- Use of scroll wheel to bunny hop = rapid spamming of the key = much easier to perform the bunny hop glitch / makes it much more likely to occur
- Mods that decouple the game engine's physics from the screen refresh rate (instead of hardcoding/assuming for 25-30FPS) = unexpected changes to physics (which is why the bike wobbles when stationary)
Then, you get this reproduction video (demonstrated at >500 fps where you jump extremely high, and 90 fps which isn't as extreme but is still higher than normal):
I hope this provides context for how a player could find themselves abusing this glitch without explicitly intending to cheat.
Whether or not Zaca actually gained an advantage over other players isn't for me to decide, but I doubt you could make much $$$ with this glitch given that it's limited to bicycles. Unlike speedhackers that were given a second chance...
3D Universe era GTA games were not designed to run at high FPS. Playing at a higher FPS than originally intended (25/30fps) causes significant differences in gameplay physics, such as vehicles deaccelerating very quickly after releasing the throttle key, and some single-player missions becoming impossible. This is a known fact (see "60 FPS" entry in table).
This is because GTA SA is an old game, built using legacy tech (DirectX9 / DirectSound), for a time where monitors were square, low resolution, and with refresh rates below 90Hz.
Today, we have widescreen monitors with very high resolution and very high refresh rates, with very powerful GPUs, using modern Windows that does its best to be backwards compatible with legacy apps like GTA SA.
But actually trying to play GTA SA / SAMP in 2026 on Windows 11 without any Quality of Life mods is quite painful - Alt+Tab doesn't work / crashes, the game HUD is stretched, and it likes to crash randomly - which is frustrating when playing on a mission-based server like CT where a game crash results in a loss and interruption to your flow.
This means that players like Zaca and myself who want to play GTA SA in 2026 without getting too annoyed will seek out Quality of Life mods to fix these issues when playing on modern systems.
This includes:
- SilentPatch - fixes some PC-specific bugs in the GTA engine, including some frame-timing issues
- Framerate Vigilante - fixes some issues when running at high FPS
- RefreshRateFix - sets frame limiter to display's refresh rate
- Others QoL mods exist, but they're irrelevant, including WidescreenFix (fixes stretched HUD) and GInput (allows modern XInput/Xbox-compatible game controllers to work, as they don't support legacy DirectInput)
SAMP includes its own frame limiter, capped at 90FPS and configured using /fpslimit. In Zaca's video, they have a mod "UncapFPS_UGBASEEU.asi" which I suspect removes this frame limiter. I couldn't find that exact mod, so I've installed an equivalent, PreciseFramerateLimiter, and configured it to unlimited (0) FPS.
GTA SA has a longstanding glitch, the "bunny hop glitch", where you can bunny hop higher than normal by pressing the Fire (LeftMouse) key just after releasing the bunny-hop key (LCtrl). It is timing-sensitive, so it can be difficult to achieve at low FPS.
What Zaca has done in their video, which wasn't mentioned explicitly, is they've bound the key for bunny hopping to MouseScrollDown. This is an easy way of spamming the key, but I think it could also work using macros.
When you combine these things together:
- Removal of the SAMP frame limiter = very high FPS
- Use of scroll wheel to bunny hop = rapid spamming of the key = much easier to perform the bunny hop glitch / makes it much more likely to occur
- Mods that decouple the game engine's physics from the screen refresh rate (instead of hardcoding/assuming for 25-30FPS) = unexpected changes to physics (which is why the bike wobbles when stationary)
Then, you get this reproduction video (demonstrated at >500 fps where you jump extremely high, and 90 fps which isn't as extreme but is still higher than normal):
I hope this provides context for how a player could find themselves abusing this glitch without explicitly intending to cheat.
Whether or not Zaca actually gained an advantage over other players isn't for me to decide, but I doubt you could make much $$$ with this glitch given that it's limited to bicycles. Unlike speedhackers that were given a second chance...

