# Fixing the FiveM oversized assets warning

> The FiveM oversized assets warning fires above 16 MiB of physical memory in one streamed file. Find the texture behind it, downscale it, then recompress it.

Source: https://fam-tools.com/guides/fivem-oversized-assets-warning · FAM Tools · published 2026-09-11 · updated 2026-09-11 · about 9 min

**Short answer.** The warning appears for streamed assets above 16 MiB of physical memory, and the message becomes a stronger “WILL lead to streaming issues” warning for very large files (around 48 MiB and up). Almost always the cause is textures — 4K or uncompressed images inside a `.ytd` or `.yft`. Fix them by downscaling to 2K or 1K, compressing (BC1/BC7 with mipmaps) and splitting huge dictionaries.

## Key points

- Above 16 MiB: warning. Very large files: the “WILL lead to streaming issues” warning.
- The cause is nearly always textures.
- 4K BC7 with mips ≈ 21 MiB — one texture is enough.
- Downscale, compress, split.
- Fix the biggest offenders first.

When the server starts, FiveM prints a warning for every streamed file that needs a lot of memory — “Asset … uses X MiB of physical memory”. Server owners often ignore it because the server still runs. Players pay the price: textures that never load, invisible cars, and crashes in busy areas.

## Reading the warning

The server console names the resource and file and the memory it needs. Collect every line at startup (or search the txAdmin console) and sort by size — the top ten files usually account for most of the problem.

## Why it matters

The game streams assets in and out of a limited memory budget. A single huge texture dictionary competes with everything around the player; when the budget is full, other assets fail to load — the classic “world textures missing downtown” or invisible vehicle. See [texture budget and streaming memory](https://fam-tools.com/guides/fivem-texture-budget-streaming-memory).

## How textures add up

| Texture | Memory with mipmaps |
| --- | --- |
| 2048² BC1 | ≈ 2.7 MiB |
| 2048² BC7 | ≈ 5.3 MiB |
| 4096² BC7 | ≈ 21.3 MiB |
| 4096² uncompressed | ≈ 85.3 MiB |

Worked examples and format choices are in the weapon-texture guides on our sister site: [texture resolution](https://fivem-weapons.com/guides/fivem-weapon-texture-resolution) and [DDS formats](https://fivem-weapons.com/guides/fivem-dds-texture-formats-dxt-bc7).

## Fixing it

1. Open the file in CodeWalker or OpenIV and list its textures with sizes and formats.
2. Downscale 4K textures to 2K (or 1K for small parts) — rarely visible in game.
3. Re-compress uncompressed textures (A8R8G8B8) to BC1/BC7 with a full mip chain.
4. Split one huge dictionary into several smaller ones if the model allows it.
5. Restart and check the console again.

Full workflow: [texture optimisation](https://fam-tools.com/guides/fivem-texture-optimization). Escrowed assets cannot be edited — ask the creator for optimised versions.

## Questions

### What does “oversized assets can and will lead to streaming issues” mean?

A streamed file needs so much memory that it can stop other assets from loading. Reduce its texture sizes.

### At what size does FiveM warn?

Above 16 MiB of physical memory per asset, with a stronger warning for very large assets.

### Can I ignore the warning?

Small overshoots are survivable, but many or very large ones cause missing textures and crashes for players.

### How do I find which texture is too big?

Open the named file in CodeWalker or OpenIV and check each texture’s resolution and format.

## Related

- https://fam-tools.com/guides/fivem-texture-optimization
- https://fam-tools.com/guides/fivem-texture-budget-streaming-memory
- https://fam-tools.com/guides/fivem-client-fps-optimization
- https://fam-tools.com/guides/fivem-add-addon-cars
