Server Sync issues

Hey everyone,

I’m running into some frustrating sync issues on my FiveM server, and I could really use some help figuring this out. Players aren’t able to see each other until they relog, and AI cars are driving around with no visible peds inside.

What I’ve Tried So Far:

Resmon Monitoring: No weird memory spikes; total CPU usage stays between 0.6 - 0.92 msec.
Resource Testing: Disabled resources one by one to see if something was causing the issue—no luck.
OneSync Adjustments: Played around with different OneSync settings, but nothing seemed to fix it.
Firewall Rules: Completely rebuilt my firewall rules and tested with and without OVH Edge enabled—still no improvement.

Server Setup:

Hosting Provider: OVH (Dedicated Machine)
Framework: QBCore v1.2.6
Artifact Version: 1.0.0.12911
Game Build: 3258
Onesync infinity enabled

At this point, I’m out of ideas. If anyone has any suggestions or knows something I might be missing, I’d really appreciate the help!

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Hey sir, couple things for you to try first off the bat:
1.Check OneSynce configurations: in server.cfg ensure the following are properly set:
onesync_enabled 1
onesync_infinity 1 (Unless already set by TX)
Also, test with onesync on instead of infinity to see if it improves synchronization.
2.Verify Resource Streaming & Population Density Settings:
Check if any scripts modifying population or ped density could be interfering.
In server.cfg, try adding:
set onesync_population true
set onesync_distanceCulling true
3. Latency & Packet Loss Issues:
Since you’re using OVH (Dedicated Machine), check your network stability.
Run “netgraph 1” in your F8 console to check packet loss and ping
4. Since you’re using QBCore v1.2.6., some older resources might conflict with OneSync.
If you have any scripts related to player visibility or entity streaming (like playernames or entity lockdown scripts), disable them temporarily and test.
Let me know if the issue persists.

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Also you may have to allow/open ports for FiveM as follows:
30120 (TCP & UDP)
30110 (UDP)
30130 (UDP)

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Please note you should only have to forward (if default server)
FXServer
30120 TCP & UDP

& for TxAdmin
40120 TCP

I don’t recommend to just randomly open ports such as 30110 & 30130 UDP.

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Not sure what exactly what we share in common here, whether it’s the OVH box itself or a similar scripts/framework but we’re having a very similar issue, we’ve unplugged everything from MLOs to scripts since we initially thought this was to do with buckets and how we have housing setup, turns out the problem still appears without housing or any MLOS started, it’s also more often when a player returns from a bucket that isn’t 0 but can also happen out of nowhere. From tracking server entities to see if we exceed server limits to client pools, all seem to be a lot lower than the recommended values (if all are what they say). The annoying thing is when an admin clears an area via ClearAreaLeaveVehicleHealth() and ClearAreaOfPeds(), then players can sometimes appear. Would love to find a solution or the culprit so will keep an eye on this thread, will post anything we find that can help also

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Any updates on this?
What are the current sets we need in server config?

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