LOD / SLOD Texture issues

Note that I don’t have any random collection of ‘maps’ available. I don’t actually run a server nor am I in direct contact with anyone who does, so I also don’t collect popular map/vehicle addons.

This might be a bit difficult to understand from your perspective as someone who actually does run a server.

Even if not related, it’s still required to simplify this being reproducible. Similarly, given the fact I have administrative access to the platform, I can temporarily grant myself access to whatever content fine for investigation.

Not necessarily the case as also shown earlier in this topic, but even if there are any such concerns these shouldn’t fail in a weird way like that especially if such mistakes are super common.

Either way, ‘it’ll take 4 hours or so to repro’ still isn’t very actionable, so again, uhh, yeah… having an actual set that’ll ‘break with 5 minutes’ would be a lot more helpful.

As above by the way, checking this on 2372/2545 would also help, there were a bunch of R* changes on 2699 and it might be something there became incompatible and needs a platform-side fix/workaround.

Checked this on game builds 2189 and 2545, happened on both as well.
I’ve forwarded via DM the collection of ‘maps’ I have that can reproduce this the quickest, in 5 minutes.
Hopefully will be enough to understand what causes this!

Thank you

Weird question, but how many of you ensure your streamed folders like this?

Only a handful of things are like that in my cfg. Most things are separate.

I’m wondering if that has anything to do with it…

And here’s why I think so: Once upon a time I was installed the MHC from the ambitioneers. I followed their installed directions to a T. No matter what I did, their building wouldn’t render, only the lobby.

Eventually, I found out that their resource DID NOT like being started this way and needed to be ensure specifically towards the top of our server’s directories server-data/resource/mhc_directory

I wonder if there is something with this ensuring method that could prevent proper mounting of files…

Edit: There is also a chance what is causing this are maps with outdated files. As game builds change, the way R* updates things can break older resources… The reason this issue could be happening for servers with a lot of maps, and servers with 1 map installed is that there are specific maps affecting/breaking the data.

I have a post pending approval and I am able to remove these lod issues by removing some of the “older” or “conflicting” mapping from the server. I would stress making sure if we are to continue looking at this issue, we are testing with maps that are up to date and support the latest gamebuild.

Are using a resource called “maploader” by MorovianLion? or are you letting them standalone and the vanilla stuff is handled by bob74_ipl?

EDIT: Ok, so, I can’t speak for yall, but I figured out the issue on our end. We use a resource by MorovionLion called ‘maploader’. It checks your distance from interiors/ymaps and loads and unloads ymaps defined in its config.lua.

The issue we were having specifically has to do with children ymaps being unloaded messing up the parent lod ymaps.

So, I’m essentially not saying that maploader was the issue, however, if there is an instance where you have a ymap with a parent and the child ymap is being loaded/unloaded improperly without consideration for the parent ymap, this issue will manifest.

Now, is this the only cause/explanation for this issue? No, but it is definitely worth considering.

This is a big deal with the Gabz maps because so many of his maps are replacement maps that he has to remake both the parent and child ymaps and replace them with his own. So, yeah, there’s that. @ me for any questions please.

Resource in question: Maploader [standalone][paid]

No we don’t use that script. Just bob74. We had another script loading some ipls too. But I turned off all of these when testing. Its one of the first things I did to make sure no scripts were causing it for us.

Eh Does that script even work to fix Rockstar Editor mode crashing in FiveM? Doesn’t seem worth it even if it does if its causing those issues for you.

I use it for optimization purposes. I assume since the interiors and everything attached to that ymap aren’t loaded in, that’s less strain on player’s with under performing pc’s.

I’m sure this has absolutely nothing to do with the problem.

Yep, especially since the repos and maps provided here don’t include this map loader resource nor resources being started using the parent folder [folder]

Nice to see Maploader being mentioned here.

As someone who’s dealing with mapping very often, I see the biggest, potential issues here.

A) ymap conflicts, destroying the original parental structure

B) unoptimized maps

C) too many maps in one place, overloading the memory, causing more detailed LODs not to load in

Now, from my experience of building a new city, you can have LODs, optimized drawing distance and occlusion to boost fps, BUT if you have simply too many information loaded in about objects in the nearest vicinity (ytyps), this can result in memory not loading anything else in. Just because your GPU doesn’t visualize it doesn’t mean it’s not bloating the memory. This is very poorly and theoretically explained, but it’s something I noticed recently.

The “easiest” solution would be to lower drawing distance, but for entire ymap. Leaving more breathing room for the client. Presuming you have no ymap conflicts.

From the repro above (which happened to include the incredibly broken kambi_canyon2 ytyp). After noclipping around the map for a minute and dumping g_archetypeHash:

MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 0
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 1
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 2
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 3
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 5

After another two minutes:

MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 0
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 1
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 2
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 3
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 4
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 5
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 6
MainThrd/ apa_mp_h_acc_plant_tall_01: Hash = 0x553C4A55, Data = 328147757, Offset = 8

After four hours with a variety of add-on content (some broken), it seems plausible that something consistent with the other reported archetype issue is happening.

It seems (testing required) that due to broken extents (?), the constructor/destructor flow is not exhibiting the stack-like behaviour that the current workaround expects (see pointer-equality logic around 0x1415F7726/1604 or 0x14163BA0E/2802).

Can you explain how do you do this "g_archetypeHash’ dump?
I’d like to check it out as well to see which maps are potentially ‘breaking’ as well besides westons_mansion (the one with kambi_canyon2.ytyp) that I have already removed.

… uhh, does that mean that people’s content here:

  1. has mapdata extents that somehow span most the world
  2. has maptypes dependencies that also span a wide range of stuff
  3. has a bunch of conflicts in custom maptypes

making this some sort of chaos soup of archetype hell?

for what it’s worth, i’ve still not had the opportunity to look into this myself

I can certainly say that some of these mappers are careless. They have LOD distances across the entire world. I’ve been going through every map on my server one at a time and reducing things and editing things trying to fix this issue from happening and noticed it a lot. As well as issues with the wrong flags like models looking for LOD in parent map whilst being set to ORPHANHD because they actually have no LOD’s but whoever set the flags put the wrong thing. This is both in ytyp and ymaps themselves. If that matters I’m not so sure but some of these mappers are very well known in the community and when you look at their work its sloppy and rushed. In addition to many poly edge references being broken on their YDR and YBNs. Though I dont think that has any relation. Just a point of note.

does anyone notice when this issue starts happening in their server, camera orientation can affect it?



worth noting, wife and I have almost identical builds for pc specs minus memory and cpu. That aside, she doesn’t have this issue at all in our dev environment, while I do. And my co-founder didn’t have this issue until about 2 weeks ago when he cleared some sort of FiveM Appdata (not his cache, but something else, something to do with keybindings) @ItsSpunjah

Weird spot for that to happen. What add on maps nearby?

only Gabz prison and an interior for madrazo’s ranch are near by, but I noticed this is kind of consistent. Also, lod issues seem to have stopped now (on beta version) but I’m getting a washington-monkey-double crash report … seems to happen before any LOD issues arise.


I can confirm this issue is directly related to distance and extended distance scaling. I set mine to 0 and haven’t had an issue at all, once I increased both of these settings up a little bit (around 40%) the issue presented itself again.
CfxCrashDump_2023_06_08_00_51_31.zip (2.1 MB)

We already messed around with those settings on our end and it made no difference in the areas that it was happening. This seems like something else thats causing the same symptom. Could have more than one cause.

Well, I just opened up a few of Gabz maps and looked at the mess of LOD’s, FLAGS, PARENT INDEX values, LOD DEPTH LEVELS, LOD DISTANCES and had a stroke.

Turn off the Gabz stuff and see if its still happening.