For a very long time, I’ve been playing SAMP. It started as a hobby after school, but it eventually turned into a business, as I had one of the most popular servers in my country.
Times have changed, and with my old team, we decided to create a GTA V server. However, we have different opinions on which platform to use.
I hope creating this post will help us reach a consensus.
What are FiveM’s advantages over xV and xMP?
Are there subscriptions for all of these platforms? I know that you need to pay for slots in FiveM (Emerald Club) and buy OneSync.
Years ago, there was a big question about FiveM’s synchronization compared to other MP platforms. Now that FiveM is part of Rockstar Games, has this situation changed? Or was it just a myth?
What are the monetization rules for FiveM servers? Must you use only FiveM-approved providers, or can you use your own without violating the rules?
Yes, I know I can use Google to find answers to these questions, but a lot of the information is outdated, and FiveM is often unfairly criticized in these old sources.
I’m going to assume this is other platforms and the advantages are the majority of stuff is done out in the open, everyone can view the source code for FiveM and contribute if they want.
As you already said, you have to subscribe to unlock more slots, if you’re monetizing and also want to customize your store you will also have to pay a subscription to Tebex.
You must use Tebex, not using Tebex will your server being blocked from the platform.
I’m not sure what this is supposed to mean, there hasn’t really been anything busted about FiveM’s synchronization (there have been little spats where networking was messed up due to an oversight but those were usually fixed pretty fast)
So Tebex is a mandatory and only option. Checked rp servers in my country who has atleast +150online player right now, NONE of these use Tebex and all of them sells branded imports. Well it’s not an option for me, but deos fivem do anythink about this? Did any server got problems with these rules? Its a shitty competition against the ones who doesnt play with rules
If you’re talking about this kind of synchronisation, it’s still lagging behind other platforms: https://streamable.com/qsxnv7
This video was taken 1 month ago on the FIVEM test server.
This is something the platform has been struggling with for a long time, with more resources recently and the larger flagship servers taking out branded cars in the days. However, what you are experiencing is the same here in this country, servers are still bypassing tebex in other ways to sell branded cars and other stuff, but it is very questionable for how long…
Although if you compare everything (available documentation, help, forum posts and so on) this platform is still the best choice.
I know a good reason to use FiveM other the others. This one is owned by Rockstar Games and the other ones will likely be issued C&Ds eventually to stop them from “competing”.
To be fair this is the case with many many other games. Entity movement prediction is a huge topic in of itself and nothing to be underestimated in challenge.
Especially considering GTA itself has basically exactly the same problems just to a lesser degree since as far as I’m aware it uses peer to peer in certain situations. And p2p reduces latency which in return offers a “better” sync… and more possibilities to cheat.
So going the “onesync” route which does most things on server side is actually the proper way to go although it involves higher latencies.
Seeing that video clip reminded me of sooo many other racing games. Have been playing FH5 recently with a buddy and we are pretty much on the same driving level and constantly battle it out until someone is pitmanouevred by the other one. Without even touching him. Looks exactly like in your video, just even worse. And that’s like the flagship racing game by MS as of now.
Summary
All of that being said, I might be a little biased here because I’ve already written network code for a basic 2D platformer multiplayer game together with a friend (state transfer, RPCs, synchronization, maintaining and establishing connections). It’s a huge pain in the ass to sync everything properly while maintaining performance. I would argue it is probably the most time consuming task in programming games.
I understand that, I just brought it up that on the other two platforms this phenomenon is much better handled, I tested both platforms a year ago on MP we passed very close together and there was no desync. That said, there are still many more positive things about OneSync.