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Limits

Understanding the technical limits of FiveM is crucial for server stability and performance.

OneSync & Player Limits

The limits depend heavily on whether OneSync is enabled (which is mandatory for modern servers).

FeatureNo OneSyncOneSync LegacyOneSync Infinity
Max Players321282048
Entity AwarenessGlobalGlobalDistance Culling (Scope)
Server LogicLimitedFullFull

Player Recommendations

Entity Limits

GTA V has hard limits on how many entities of certain types can exist. OneSync Infinity helps bypass this by only telling clients about entities near them.

Global Pools (Approximate)

Note: With OneSync Infinity, the server can track up to 65,535 entities, but a single client can only “see” (have loaded) the amounts listed above.

Resource & File Limits

Streaming Assets

Scripting

Network Limits

Events

State Bags

Optimization Strategies

How to Check Usage

  1. Resmon: Open client console (F8) and type resmon 1.
  2. Profiler: Use the profiler command in the server console to debug slow server frames.
  3. ETW Tracing: Advanced Windows tool for deep debugging.

Best Practices

  1. Distance Culling: Don’t draw markers or text for things 500m away.
  2. Asset Optimization: Resize textures. A T-Shirt doesn’t need a 4K texture; 512x512 is fine.
  3. Use OneSync Scope: On server-side, only trigger events for players in scope of the target, not -1 (all players).
  4. Model Loading: Always unload models (SetModelAsNoLongerNeeded) after spawning to free memory.

Framework Specifics

QBCore

ESX