FiveM · Performance & Netcode
2022 · 3 monthsLiberty 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.