StatebagNews, scripts and anticheat reviews for FiveM
Update

Development Update #3: 120 ticks, .NET 10 and a new Cfx Server

The last big update before Early Access was packed with networking and scripting news. The key points at a glance.

Just before the Early Access launch, Cfx.re published its third development update on FiveM for GTA V Enhanced. It’s the most technical one so far. These are the points that matter most to server owners and developers.

120/smaximum server tick rate (Legacy: 30–40)
−50%server memory use, according to Cfx
80+Prometheus metrics via the metrics endpoint

Networking

  • Sync data runs over custom UDP packets. Events still go through ENet.
  • The tick rate can go up to 120 updates per second.
  • Better retry logic for packet loss, a fix for invisible entities and entity culling spread across multiple cores.
  • The ambition is to go beyond the current 2,048-player limit.

Scripting

  • C# developers get .NET 10. The server moves to Node.js 26, the client to V8 14.6.
  • State bags are leaner: only values marked as replicated are sent, and listeners only fire when the entity exists. Sets are said to be about 10× faster.

Cfx Server

The server component gets a new name and becomes a separate download, with txAdmin still included. Linux builds keep the same requirements and an official Docker image is on the way.

Developer tools behind a lock

The client devtools have been rebuilt and now only work on servers with developer mode enabled, either server-wide (eight slots at most) or for specific players. The profiler runs on Perfetto.

Our takePutting devtools behind developer mode is good news for security. Tools available on every public server sooner or later end up being used by cheaters too. Beyond that, the update says little about anticheat, or about how compatible existing Legacy resources are.

Source: Development Update #3: FiveM for GTAV Enhanced on forum.cfx.re. Summarised by the editors.