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