Texturesadvanced9 min readupdated 11 Sept 2026

Levels of detail for FiveM weapons

The short answer

A .ydr drawable can contain High, Medium, Low and Very Low models, chosen by distance. Weapons may also have a separate _hi.ydr high-detail model for close-up and first-person use. Keep the main high LOD within a sensible budget, build medium and low LODs by decimating (roughly halving each step), and check the switch in CodeWalker or in game.

A weapon carried by a player fifty metres away covers a few pixels, yet an unoptimised add-on still renders every one of its polygons. Levels of detail (LODs) let the game swap to simpler versions with distance. For weapon packs used by a whole server, they are the difference between smooth and stuttery firefights.

Levels of detail for FiveM weapons — illustrated with a FiveM-compatible minimap render

#The levels

LODUsedSuggested share of the high model
HighClose100%
MediumMid distance~50%
LowFar~25%
Very LowVery far (optional)~10% or a simple shape

The drawable stores a distance for each level. Sollumz exposes these LOD levels and distances when you set up the drawable.

#The _hi model

Many weapons ship two models: w_xx_name.ydr for the world and third person, and w_xx_name_hi.ydr (with +hi.ytd textures) for close-up views such as first person. The _hi model can afford more detail because only the holder sees it that close; the normal model should stay lean.

#Making LODs

  1. Duplicate the high mesh.
  2. Apply a Decimate modifier (or retopologise) to about half the triangles; keep the silhouette.
  3. Remove small parts that vanish at distance (screws, small text, internal pieces).
  4. Assign as the Medium LOD in Sollumz; repeat for Low.
  5. Reuse the same materials and textures to avoid extra memory.

#Checking LODs

Open the .ydr in CodeWalker and switch the displayed LOD, or walk away from a dropped weapon in game and watch it change. A pop that is too visible means the distance is too short or the lower LOD is too crude. Triangle budgets are in polycount optimisation.

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Questions

Do FiveM weapons need LODs?
They should. Without them, every nearby player renders the full-detail model at any distance.
What is the _hi weapon model?
A high-detail version used up close, for example in first person, with its own +hi.ytd textures.
How much should each LOD reduce?
Roughly half the triangles per level while keeping the silhouette.
How do I make LODs in Blender?
Duplicate the mesh, decimate it and assign it as a lower LOD in Sollumz.

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