Optimising textures on a FiveM server
Audit your streamed resources (sizes, oversized-asset warnings), set target resolutions per asset type (for example 2K for hero vehicle bodies, 1K for most details and clothing, 512 for small props), compress with BC1/BC7 and full mipmaps, remove duplicate and unused assets, and re-check. Do the largest files first; stop when warnings are gone and players stop reporting texture loss.
Texture loss, slow first joins and crashes in busy areas usually have the same root: too many oversized textures streamed at once. Optimising them is the single most effective performance work on an asset-heavy server — and it shrinks download size too.

#Step 1: audit
- List stream folders by size — the largest resources first.
- Collect every oversized-asset line from the console — see the warning explained.
- Note which areas players report texture loss in (downtown MLOs, car meets).
#Step 2: target sizes
| Asset | Sensible maximum |
|---|---|
| Vehicle body / livery | 2048 |
| Vehicle interior, wheels, details | 1024 |
| Clothing items | 1024 (2048 for hero uniforms) |
| MLO walls and floors | 1024–2048 (tiling textures can be smaller) |
| Small props and decals | 256–512 |
| Minimap tiles | As designed — our maps are pre-optimised |
#Step 3: compress and rebuild
- Uncompressed (A8R8G8B8) → BC1 for opaque, BC7 or BC3 with alpha, BC5/BC3 for normal maps.
- Always a full mipmap chain.
- Batch-convert with texconv, then re-import into the
.ytdwith CodeWalker or OpenIV, keeping texture names.
Format details (with a worked memory table) are on our weapons site: DDS formats and mipmaps.
#Step 4: remove what you do not use
- Vehicle packs often ship several colour variants — keep the ones you sell.
- Two resources streaming the same file name: keep one.
- Old MLOs nobody visits: remove or disable.
#Step 5: measure
Compare the total stream size, the number of oversized warnings and texture-loss reports before and after. Client-side effects are covered in client FPS optimisation.
Questions
How do I fix texture loss on my FiveM server?
Will lower resolution textures look bad?
Does optimising textures reduce download size?
Can I optimise escrowed assets?
Ready to pick a map?
Twelve themes on three base map styles, $8 each, instant download.
Relevant to what you just read
Look it up while you work
The reference tables this guide leans on, free and without an account.
- All 21,631 object model namesEvery model CreateObject accepts, with its hash and a flag for the LOD and proxy names that spawn invisible.
- All 921 vehicle spawn namesEvery vanilla model with a picture, its display name, its class and the hash CreateVehicle takes.
- All 860 ped model namesEvery model GetHashKey resolves, with its hash and how many clothing components and props it carries.