
The Original 32-Player Limit
Grand Theft Auto V's original multiplayer framework (GTA Online) supported up to 30 players per session. FiveM's early releases inherited this limitation, topping out around 32 players before the network model broke down.
The core problem: GTA V's networking assumes every player must have full state awareness of every other player simultaneously. With 30+ players, this creates an explosion in network state that the original engine cannot handle.
What OneSync Does
OneSync replaces GTA V's peer-to-peer networking with a server-authoritative system. Instead of each client telling other clients where they are and what is happening, all state flows through the server. This solves several problems at once.
Population culling. Players only receive state updates for entities within their vicinity (roughly 400 to 600 units, about 150m). State for distant players is culled entirely, which keeps bandwidth manageable at high player counts.
Server-authoritative state bags. Because the server controls all game state, clients cannot cheat by sending false data to other players. This also allows the server to scale well beyond the limits of peer-to-peer networking.
Entity streaming. Peds, vehicles, and objects are streamed in and out of player awareness dynamically based on distance. The server can manage thousands of entities without every client needing to track all of them.
OneSync Modes Explained
FiveM offers several OneSync configurations. Understanding the differences helps you pick the right one.
OneSync Off
The default GTA V networking. Limited to 32 players. This creates problems that are hard to work around:
- Easy to cheat because the client controls game state
- Entity limits of roughly 128 per player
- Poor scalability beyond 32 players
- Frequent desync between clients
In 2026, there is almost no reason to use this mode. Most modern resources expect OneSync to be enabled.
OneSync Legacy
The original OneSync implementation that first broke the 32-player barrier.
Player limit: 64 players
Legacy mode makes the server the authority for entities but still uses some client-side processing for compatibility. It was the standard for years and remains stable for servers that do not need high player counts.
Strengths:
- More compatible with older resources
- Lower server CPU usage than Infinity
- Well tested and stable
Limitations:
- Capped at 64 players
- Uses an older synchronization approach
- Some entity types still rely on client-side handling
OneSync Infinity
The current standard mode and the one most servers should use in 2026.
Player limit: Up to 2048 (practical limit depends entirely on hardware and resource quality)
Infinity uses fully server-authoritative entity management with distance-based culling. Every entity is tracked by the server, and clients only receive data for what is within their visibility range. Most RP servers cap at 64 to 128 players even with Infinity enabled, because the practical ceiling depends on your hardware and how clean your resources are.
Strengths:
- Supports 100+ players with proper hardware
- Better entity management and higher entity capacity
- Improved anti-cheat through full server authority
- Lower network bandwidth per player thanks to culling
- Better vehicle and NPC synchronization
Limitations:
- Higher server CPU usage than Legacy
- Some older resources need updates to work correctly
- Requires developers to handle entity ownership properly
OneSync Population
This is not a sync mode by itself. It controls whether GTA V's ambient NPC population (pedestrians and traffic vehicles) is enabled server-wide. Enabling population increases immersion on RP servers but adds CPU and memory load. You can toggle it independently of your chosen sync mode.
Quick Comparison
| Feature | Off | Legacy | Infinity |
|---|---|---|---|
| Player limit | 32 | 64 | 2048 (theoretical) |
| Entity model | Peer-to-peer | Partially server-authoritative | Fully server-authoritative |
| Entity capacity | ~128 per player | ~1024 | ~2048 |
| CPU usage (64 players) | N/A | ~35% | ~45% |
| Memory (64 players) | N/A | ~4 GB | ~5 GB |
| Network per player | Higher | Higher | Lower (culling) |
| Anti-cheat capability | Weak | Moderate | Strong |
Configuration
Enabling OneSync Infinity (recommended)
In your server.cfg:
onesync on
sv_maxclients 128
set onesync_distanceCullVehicles true
set onesync_forceMigration true
Enabling OneSync Legacy
onesync legacy
sv_maxclients 64
Population Control
set onesync_population true
Which Mode Should You Choose?
Choose OneSync Infinity if:
- You want more than 64 players
- You are using modern frameworks (ESX v1 Final, QBCore, ox_core)
- Your hosting hardware has strong single-core CPU performance
- You want better anti-cheat through server authority
- You are building a new server in 2026
Choose OneSync Legacy if:
- Your server runs 64 players or fewer
- You rely on many older resources that have not been updated
- Your CPU resources are limited
- You need maximum compatibility above all else
In practice, enable onesync on (Infinity) for all new FiveM servers in 2026. The performance overhead is manageable on modern hardware, and most current resources expect it. The limitations of non-OneSync and Legacy modes make them unsuitable for serious RP servers.
Migrating from Legacy to Infinity
If you are currently running Legacy and want to switch, do not just flip the config and hope for the best. Plan the move.
- Audit your resources. Test each resource with Infinity enabled on a staging server before switching production.
- Update your framework. Make sure your framework version supports Infinity natively.
- Fix broken resources. The most common issues involve entity creation without proper ownership and client-side entity manipulation that Infinity does not allow.
- Test at scale. Invite 20+ players to your staging server and run through normal gameplay scenarios.
- Monitor performance. Compare CPU usage between Legacy and Infinity at the same player count to understand the additional load.
Resource Compatibility
Resources that commonly need updates for Infinity:
- Vehicle spawning scripts (need proper entity ownership)
- NPC scripts (must handle entity migration)
- Custom weapon systems (entity state synchronization changes)
- Map loading scripts (streaming and entity scope differences)
Resources that usually work without changes:
- UI scripts (NUI-based)
- Chat and communication
- Economy and banking
- Menu systems
Hardware Requirements
OneSync increases server CPU usage because the server now manages entity synchronization that was previously distributed across clients. For detailed hardware sizing, optimization tips, and troubleshooting lag, see our OneSync Performance Guide.
| Player Cap | RAM | CPU Cores (3.5 GHz+) |
|---|---|---|
| 32 players | 4 GB | 2 |
| 64 players | 6 to 8 GB | 4 |
| 128 players | 12 to 16 GB | 6 to 8 |
OneSync Infinity servers with active player populations are among the most CPU-demanding FiveM configurations. The game loop runs on a single thread, so high single-core performance is the priority over core count.
Related Guides
OneSync changes player sync behavior, but it does not fix broken interiors by itself. If you are dealing with invisible interiors, missing textures, or headpopping, read FiveM MLO texture loss and headpopping fix.
For lag, rubberbanding, and server optimization at scale, see our FiveM server lag and rubberbanding fix.