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Stop texture loss on your FiveM server

Texture loss looks like a player problem, but it is mostly a server problem: the resources you stream are asking for more video memory than the game budget allows. Here is how to find out which ones and bring them back under budget.

What texture loss actually is

GTA keeps a budget of video memory for streamed textures. When what is around the player needs more than the budget, the game drops the highest-resolution textures it can: roads turn into flat colour, buildings become low-detail boxes, cars look blurry. That is texture loss, sometimes called the “city bug”.

The server-side checklist

  1. Car packs. Add-on cars often ship 4K paint, 4K dirt and 4K interior maps. One car is fine; forty in a showroom is not. Resize interior, dirt and underside maps to 1024 px or less.
  2. Clothing. Clothing packs with 2K or 4K maps per drawable multiply fast because every ped on screen streams its own outfit.
  3. MLOs and maps. Interiors frequently use 4K textures on small props players never stand next to.
  4. Uncompressed textures. Converters sometimes save textures uncompressed, eight times larger in memory than a compressed version.
  5. Duplicate textures across resources: the same image shipped by several packs costs memory several times.

Measure, then cut

Guessing wastes days. Measure the streaming cost of each resource, start with the biggest, and resize only what is oversized. A car pack can often lose half of its texture memory without a visible difference at normal viewing distance.

Then the client side

Once the server is under budget, the client tips help the rest: the extended texture budget slider for players with spare VRAM, and avoiding very high resolution graphics packs on top of a heavy server.

Frequently asked

Should players just raise the texture budget?

The extended texture budget slider helps players with spare VRAM, but it does not fix an oversized server. Players on 4 to 6 GB cards still get texture loss.

Why does it get worse in busy areas?

Every car, ped and prop in range streams its textures at the same time. A car meet with twenty 4K add-on cars can need more memory than the whole map around it.

How do I know which resource is the problem?

Measure the streaming cost of each resource. Car packs, clothing packs and MLOs with 4K textures are the usual top three.

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