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Performanceintermediate11 min readupdated 11 Sept 2026

Optimising textures on a FiveM server

The short answer

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.

Optimising textures on a FiveM server — illustrated with a FiveM-compatible minimap render

#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

AssetSensible maximum
Vehicle body / livery2048
Vehicle interior, wheels, details1024
Clothing items1024 (2048 for hero uniforms)
MLO walls and floors1024–2048 (tiling textures can be smaller)
Small props and decals256–512
Minimap tilesAs 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 .ytd with 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.

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Questions

How do I fix texture loss on my FiveM server?
Reduce oversized textures (downscale to 2K/1K, compress with mipmaps) and remove duplicate or unused streamed assets.
Will lower resolution textures look bad?
Rarely at normal viewing distances. 4K textures on small objects waste memory without visible gain.
Does optimising textures reduce download size?
Yes — smaller, compressed textures download faster on first join.
Can I optimise escrowed assets?
No. Ask the creator for an optimised version or replace the asset.

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Look it up while you work

The reference tables this guide leans on, free and without an account.