# Levels of detail for FiveM weapons

> How LODs work for GTA 5 weapons: the high, med, low and vlow drawables, the separate _hi model for first person, polygon budgets and making LODs.

Source: https://fam-tools.com/guides/fivem-weapon-lod-models · FAM Tools · published 2026-09-11 · updated 2026-09-11 · about 9 min

**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.

## Key points

- Drawables hold up to four LOD levels: High, Med, Low, VLow.
- `_hi.ydr` = the close-up/first-person model; the normal `.ydr` serves third person and distance.
- Each lower LOD ≈ half the triangles of the previous one.
- Missing LODs cost performance for everyone near the weapon.

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.

## The levels

| LOD | Used | Suggested share of the high model |
| --- | --- | --- |
| High | Close | 100% |
| Medium | Mid distance | ~50% |
| Low | Far | ~25% |
| Very Low | Very 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](https://fam-tools.com/guides/fivem-weapon-polycount-optimization).

## 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.

## Related

- https://fam-tools.com/guides/fivem-weapon-polycount-optimization
- https://fam-tools.com/guides/blender-sollumz-weapon-export
- https://fam-tools.com/guides/fivem-weapon-pack-performance
- https://fam-tools.com/guides/codewalker-ytd-editing
