FiveM Image Sizes & Assets: The Definitive Guide
The only hard requirement FiveM itself enforces is the server icon: a 96×96 PNG loaded with load_server_icon. Everything else is a convention. Design loading screens for 1920×1080 (16:9) and let them scale, use WebM for video and MP3 for music, make inventory icons 100×100 transparent PNGs named after the item, keep streamed textures power-of-two and well under 16 MiB, and host every web image on a stable HTTPS link — never a Discord attachment link, which expires.
A FiveM server shows its face in more places than most owners realise: the server list, the connecting screen, the loading screen, the in-game HUD and inventory, Discord, and every video and social post. Each surface has its own size, format and rules, and a few of them are strict — get the server icon wrong and it simply does not appear. This guide lists every one of them in one place, separates the official requirements from the community conventions, and explains the reasons behind each number so you can make the right call when your situation is different.

#The cheat sheet: every FiveM image size in one table
Bookmark this table. The Source column matters: “Cfx docs” means FiveM enforces or documents it, “Discord” means Discord publishes it, and “convention” means it is what works in practice across thousands of servers but nothing will reject a different size.
| Asset | Size | Format | Where it goes | Source |
|---|---|---|---|---|
| Server icon | 96×96 | PNG | load_server_icon in server.cfg | Cfx docs (required) |
| Server detail banner | Wide strip, e.g. 1865×108 | PNG / JPG | sets banner_detail "https://…" | Convention |
| Connecting banner | Wide strip, e.g. 1865×108 | PNG / JPG | sets banner_connecting "https://…" | Convention |
| Loading screen background | 1920×1080 (up to 2560×1440) | WebP / JPG | Your loadscreen HTML | Convention |
| Loading screen logo | 512–1024 px wide | PNG / WebP / SVG | Your loadscreen HTML | Convention |
| Loading screen video | 1920×1080, 24–30 fps | WebM (VP9/VP8) | Your loadscreen HTML | Convention |
| Loading screen music | — | MP3 128–192 kbps | Your loadscreen HTML | Convention |
| Inventory item icon | 100×100 | PNG (WebP works) | ox_inventory/web/images/<item>.png | Convention |
| Discord server icon | 512×512 or larger | PNG / JPG / GIF | Server settings | Discord |
| Discord server banner | 960×540 (16:9) | PNG / JPG / GIF | Server settings (boost level 2) | Discord |
| Discord invite background | 1920×1080 | PNG / JPG | Server settings (boost level 1) | Discord |
| Discord Rich Presence art | 1024×1024 | PNG / JPG | Discord developer portal | Discord |
| Link preview (Open Graph) | 1200×630 | PNG / JPG | Your website | Convention |
| YouTube thumbnail | 1280×720 | JPG / PNG | YouTube Studio | YouTube |
| TikTok / Shorts video | 1080×1920 (9:16) | MP4 | TikTok / YouTube | Convention |
Sizes are width × height in pixels.
#Server icon: 96×96 PNG, and nothing else
The server icon is the small square next to your server name in the FiveM server browser and on your cfx.re page. It is the only image FiveM is strict about. The Cfx documentation for load_server_icon states that the file must be a 96×96 PNG — a JPG, a 128×128 PNG or a renamed WebP will not show.
# The file sits next to server.cfg (the server's working directory)
load_server_icon myLogo.png- Export at exactly 96×96. Resizing a large logo down to 96 in a browser tool usually blurs it — export from the design file at that size, or downscale with a sharp filter and check it at 100% zoom.
- Transparency works, but the list background differs between light and dark themes. A logo on a solid rounded square reads everywhere.
- Keep detail minimal. At 96 pixels a wordmark is unreadable; use the symbol from your logo, not the full lockup.
- The path is relative to where the server runs. If the icon does not appear, the server console prints an error when it cannot open the file.
We cover the icon on its own — including how to make one that stays readable at that size — in the FiveM server icon guide.
#Loading screen images, video and audio
A loading screen is an HTML page rendered by FiveM’s built-in Chromium, so it follows web rules rather than game rules. There is no required resolution: the page fills the player’s window at whatever resolution they run. That is why the right approach is to design for 1920×1080 and build responsively, rather than exporting one giant image and hoping it fits.
| Element | Recommended | Why |
|---|---|---|
| Background image | 1920×1080 WebP or JPG, 300 KB – 1.5 MB | 1080p is the most common player resolution; 2560×1440 if your art has fine detail. |
| Background fit | object-fit: cover on a full-viewport element | Crops the edges on ultrawide instead of stretching the image. |
| Logo | Transparent PNG/WebP or SVG, 512–1024 px wide | Sharp on 4K without being heavy; SVG scales perfectly. |
| Video | WebM VP9 (or VP8), 1080p, 24–30 fps, 10–30 MB | WebM is the format FiveM’s Chromium plays in every build. |
| Music | MP3, 128–192 kbps, stereo | Reliable in CEF and small enough to start instantly. |
| Fonts | WOFF2, self-hosted, 1–3 families | Loads with the page; no flash of fallback fonts. |
Keep the text-safe area in the centre 1280×720 of your 1920×1080 design. A player on a 21:9 ultrawide sees extra width, a player on a 16:10 laptop loses a sliver of the sides, and a centred safe area survives both. Our guides on responsive loading screens, video backgrounds and fonts go deeper on each element.
#In-game UI: inventory icons, HUD and NUI images
Everything drawn by a script’s interface — inventory, HUD, phone, menus — is NUI: another HTML page in the same Chromium. Those images follow the same web rules, with one important convention for inventories.
- ox_inventory loads item images from
nui://ox_inventory/web/imagesby default. The file name must match the item name exactly, in lowercase: an item calledwaterneedswater.png. The folder can be changed with theinventory:imagepathconvar. - The de-facto icon size is 100×100 with a transparent background and the item centred with a small margin. Larger sources (256×256) are fine but are downscaled anyway, so they only cost memory.
- qb-inventory and most QBCore inventories read from their own
html/imagesfolder with the same name-matching rule. - HUD icons are best as inline SVG or an icon font, which stay sharp at every resolution and cost almost nothing.
Weapon icons follow the same rules; the weapon studio covers them in detail in its weapon inventory image guide.
#In-game textures: power of two and the 16 MiB warning
Textures that are streamed into the game world — vehicle liveries, clothing, weapon skins, map tiles — are not web images. They live in .ytd texture dictionaries, compressed in GPU formats (DXT1, DXT5, BC7) with mipmaps, and the rules are the engine’s.
- Use power-of-two dimensions: 512, 1024, 2048, 4096. Non-power-of-two textures break mipmapping and waste memory.
- Pick the smallest size that looks right at the distance players see it. A pistol grip does not need 4096×4096.
- Compress: DXT1 for textures without alpha, DXT5 when you need alpha, BC7 when quality matters more than size.
- Generate mipmaps. Without them distant objects shimmer and the game reads full-resolution data it never needed.
The FiveM server checks every streamed asset when it starts. Any asset using more than 16 MiB of physical or virtual memory is printed as a warning, the colour gets more alarming at 32 and 64 MiB, and above 48 MiB the message adds: *“Oversized assets can and WILL lead to streaming issues (such as models not loading/rendering).”* Treat 16 MiB as your ceiling, not 48.
| Asset type | Typical texture size | Notes |
|---|---|---|
| Vehicle livery | 2048×2048 | 4096 only for hero vehicles; every extra livery multiplies memory. |
| Clothing (EUP style) | 512–1024 | Hundreds of drawables add up quickly across a server. |
| Weapon skin | 1024–2048 | Seen up close in first person, so detail matters here. |
| Minimap tiles | Fixed by the game | Replace at the exact size of the original tile. |
Minimap textures are the one case where you have no choice at all: the replacement must match the dimensions and layout of the original tiles. The minimap studio explains the full layout in its minimap technical specification.
#Discord: icon, banner, invite background and Rich Presence
For most FiveM communities Discord is the front door, so its images deserve the same care as the server’s.
| Image | Size | Notes |
|---|---|---|
| Server icon | 512×512 or larger | Shown as a circle or rounded square — keep the mark inside the centre. |
| Server banner | 960×540 (16:9) | Discord’s published recommendation; 1920×1080 also uploads and is resized. Needs boost level 2. |
| Invite background | 1920×1080 | JPG or PNG. Shown behind your invite link. Needs boost level 1. |
| Custom emoji | Up to 128×128 | 256 KB file limit. |
| Rich Presence art | 1024×1024 | Discord “strongly recommends” 1024×1024 for activity art. |
Rich Presence is the “Playing on your server” card players see on each other’s profiles; FiveM can set it with a few natives. The whole setup is in the Discord Rich Presence guide, and the full Discord art set in Discord branding sizes.
#Where to host images so they never break
Anything referenced by URL — banners, loading screen assets hosted online, NUI images loaded from the web — is only as reliable as its host. The server icon is the exception, because it is read from disk.
- Use HTTPS. The loading screen and NUI pages are served securely, and Chromium blocks
http://media on secure pages. - Use a direct file URL. The address must return the image itself — a share page from a cloud drive returns HTML.
- Use a host that allows cross-origin requests if scripts read the file (for example to draw it on a canvas).
- Avoid links that expire: Discord attachments and some image hosts sign their URLs.
- Version your files (
banner-v2.png) when you change them, so players do not keep a cached old copy.
Files placed inside a resource and declared in the manifest are served by the FiveM server itself and never expire, which is often the simplest option for loading screen assets. See how NUI asset paths work.
#A practical export workflow
Design once, export many times. Keep a single master file per asset and export every size from it, so a colour change updates everything at once.
- Create a master logo as a vector (SVG or a vector layer) with a symbol-only variant for small sizes.
- Export the server icon at 96×96 PNG from the symbol variant.
- Export the Discord icon at 1024×1024 and let Discord downscale it.
- Build the loading screen background at 1920×1080 and export WebP at quality 80–85.
- Export banners at 1865×108 or 1920×200 with the text centred.
- Check every export at 100% zoom, on a dark and a light background.
Consistency across all of these is what makes a server look established. The server branding kit guide turns this list into a reusable set of colours, fonts and templates. Every one of these sizes is cut for you in a graphics pack, so nothing has to be resized by hand.
Questions
What size is the FiveM server icon?
load_server_icon yourfile.png in server.cfg, and the file sits next to server.cfg. Other sizes and formats are not shown.What is the official FiveM banner size?
banner_detail and banner_connecting are scaled to fit, so design a wide strip — 1865×108 (the Cfx forum template) or 1920×200 are both common — and keep text in the centre. See the banner guide.What resolution should a FiveM loading screen be?
Can I use an MP4 video in my loading screen?
What size should ox_inventory item images be?
ox_inventory/web/images.Why does my server icon not show?
load_server_icon does not match the file next to server.cfg. Check the server console on start — it reports when it cannot load the icon.How big can a streamed texture be in FiveM?
Can I host my banner on Discord?
What size is a Discord server banner?
Do I need a 4K loading screen background?
Ready to pick a map?
Twelve themes on three base map styles, $8 each, instant download.
Relevant to what you just read
The tool for this
A drag-and-drop loading screen, hosted for you From Free, built in the browser, exported as a drop-in resource.