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All case studies
FiveM · Performance & Netcode
2022 · 3 months

Liberty RP

A focused netcode and resource pass cut server-side lag by 40% on a busy FiveM roleplay server.

40%
lower server lag
0
extra hardware cost
-65%
sync traffic

Overview

Liberty RP's players experienced rubber-banding and desync during peak hours despite healthy hardware headroom.

The challenge

The bottleneck was in resource scheduling and network sync strategy, not raw compute — a subtle problem the volunteer dev team couldn't isolate.

Our approach

  • Profiled resource tick times and the full entity sync path.
  • Replaced heavy per-frame loops with event-driven and batched logic.
  • Tuned state-bag and entity sync scopes to cut redundant traffic.
  • Added server-side validation for common RP exploits.

The results

Server-side frame time dropped 40% and desync complaints all but disappeared — with no additional hardware spend.

Have a server worth engineering?

Tell us where you are — a new server, a struggling live game, or a legacy core that needs rescuing. We'll tell you exactly how we'd approach it.