Development Update: FiveM for GTAV Enhanced

As we work toward the upcoming release of support of GTAV Enhanced on FiveM, we are excited to share the first blog in a series sharing some additional background around the update and why this is such an important step in the evolution of FiveM as a platform.

Our goal with this release is not to simply bring the existing FiveM experience over to GTAV Enhanced — we are also using this opportunity to rebuild many core components of the platform and create a tighter integration layer to interact with both Grand Theft Auto V and the Rockstar Games Launcher. This means that servers and players can benefit from better performance and stability, and an overall stronger foundation for future updates and improvements to the platform.

Performance Improvements

OneSync, FiveM’s network synchronization engine, is what enables FiveM servers to support up to 2048 players on a single server, well beyond GTA Online’s standard player count limits. In bringing FiveM to GTAV Enhanced, we took the opportunity to overhaul OneSync to simplify the synchronization architecture and improve networking efficiency.

For server owners, it means reduced bandwidth, CPU, and memory consumption at equivalent player counts, enabling them to scale their servers to higher player counts more efficiently without requiring hardware upgrades.

For players, this translates to more stable and predictable performance, lower CPU usage, and potentially higher frame rates, especially on higher-populated servers. In certain scenarios, these optimizations can also reduce latency, bringing effective ping time closer to baseline network round-trip time.

To illustrate this improvement, we captured network traffic in a simple scenario: two players driving around Los Santos in a vehicle. The first video shows the bidirectional traffic as seen from one of the connected clients:

The second video shows the same scenario from the server’s perspective. The lower bandwidth usage in GTAV Enhanced reduces the work required from network devices and CPUs, and lowers the risk of congestion and packet loss.

We are also addressing long-standing synchronization issues, including improved precision for bullet impacts and proper dead body synchronization between clients. This should reduce the need for server-side workarounds previously used to achieve consistent behavior across clients.

In FiveM for GTAV Enhanced, all servers will run exclusively on our high-performance synchronization mode — the same one that already powers the vast majority of active servers. Older, lower-capacity modes will not carry forward, ensuring every server benefits from the same level of performance and stability.*

*(Note that a Platinum tier Element Club subscription is still required to access up to 2048 player slots)

Supporting Existing Scripts

Over the past decade, the FiveM community has created an incredible array of useful resources for other server owners to apply in their own creations. To ensure servers using these scripts can seamlessly migrate to GTAV Enhanced for FiveM, we will retain backward compatibility with existing scripts — meaning the existing features and natives FiveM currently supports to create scripts in Lua, JavaScript, or C# will continue to work for FiveM servers on GTAV Enhanced.

In addition, 3D assets can be converted via our Alchemist tool for GTAV Enhanced compatibility. We will share more details about the conversion of escrowed assets in an upcoming update.

Changes in GTAV Enhanced

As part of our support for GTAV Enhanced, some portions of the FiveM codebase will move from open to closed source.

This change is tied to the deeper integration with the base game required to deliver a more stable and maintainable implementation and a stronger long-term foundation for the platform. Our goal here is to improve the reliability of the FiveM technology and deliver a better overall product for server owners and players.

We understand this is a meaningful change for parts of the community, and we will share more detail over time about what this means in practice.

When will it be released?

You can expect to see GTAV Enhanced support for FiveM in the coming months.

FiveM compatibility with GTAV Enhanced will be available to anyone who wants to utilize it for their FiveM servers. Our initial release will be an early access version, giving our community an opportunity to provide feedback, test compatibility, and evaluate performance improvements.

Over the past few months, we have been conducting regular internal testing sessions to validate compatibility across the custom features FiveM implements on top of GTAV Enhanced and prepare for its adoption by the community.

However, as with any launch, we expect to continue to identify and resolve issues experienced and look forward to working in close collaboration with the community to continue to improve the framework for developers, server owners, and players.

Thank you, and please stay tuned for more updates on GTAV Enhanced support for FiveM coming soon!

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hell yeah

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about time!!!

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We can’t wait! :yum:

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Hurray! :smiley:

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Some of these improvements are gonna be HUGE :heart:

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closed source :thinking:

even tho i suspect the closed source is some layering of the new optimizations… R* doesn’t like modding and stealing after all (but scripters still do apparently XD )

anyway can’t wait to see my scaleforms on enhanced (yes they works out of the box hehe)

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Cool (kinda actually cool), but any news on escrow, that it’s still broken. 3D got a band-aid fix, and it got cracked less than 24 hours, and scripts HA nothing has been done with them

x3

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finally.

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:shrimp: (Post must be at least 5 characters)

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:fire: Hyped

This is Epic!

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yeppy

Oh my days!!

pretty cool

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finally :clap:

GOAT! It looks like you guys have got the latest source code and integrated with fivem, can you change the vJumpImpulse in ProcessBikeJumping to vec3(0.0, 0.0, 1.0) which was in the old (game build <= 2802) version a few years ago, but now (game build >= 3407) it seems to be getting the bike’s up vec. :eyes:

:mascot: It would be great if we can get a new native to toggle it.

btw 2802 < game build < 3407 also broken with other bike bugs, nvm

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