FiveM for GTA V Enhanced: what changes for your server
120 ticks per second, a new Cfx Server, .NET 10 and a developer mode that keeps your production server clean. The most important changes in the early access release.
Since 21 July 2026, anyone can download FiveM for GTA V Enhanced in early access. Cfx.re says up front that it's an early version, with bugs and missing features. Still, the direction is already clear: faster netcode, modern runtimes and better developer tools. These are the changes that matter if you run a server.
1. Netcode: up to 120 updates per second
Sync data now goes over the wire as raw UDP packets, and ENet only handles event communication. That gives Cfx.re full control over the sync layer, and the result is immediate: you can set the sync tick rate up to 120 updates per second. On Legacy it was 30, or 40 with sv_useAccurateSends.
For PvP servers, this is the headline. There's less delay between what a player does and what others see, so hits register more fairly. Entity culling has been rewritten too: working out which entities each player can see now runs across multiple cores. On Legacy, the sync thread handled around 16 players per tick, so on busy servers entities visibly popped in late.
2. Cfx Server replaces FXServer
The server component is now called Cfx Server, a separate download from the old FXServer artifacts. txAdmin is still built in, so setup feels familiar. According to Cfx.re, RAM use per player and per entity drops by up to 50%. Linux builds still run on Alpine, and an official Docker image is on the way.
3. New runtimes and faster state bags
- C#: .NET 10
- Server-side JavaScript: Node.js 26
- Client-side JavaScript: V8 14.6
State bags have improved a lot. Only values marked as replicated are sent over the network, change listeners only fire when the entity exists on the receiving end, and setting a value is ten times faster on average. Do check your own resources: code that quietly relied on the old everything-gets-replicated behaviour may break.
4. Developer mode: dev tools only where you want them
On Enhanced, client dev tools only work on servers that turn on developer mode. There are two ways to do that:
sv_devmodeenables it for everyone. The server is then limited to eight slots, so nobody uses it in production by accident.deferrals.handoverlets you grant developer mode to individual players, so only your developers get the tools.
That's a security win as well: players on a live server can no longer just open the dev tools.
5. Proper profiling and metrics
The old profiler has been replaced by Perfetto. The commands stay the same:
profiler record 500
profiler save my-trace.json
Open the JSON file in the Perfetto UI. The metrics endpoint now also exposes more than 80 Prometheus metrics instead of three, from UDP packets and OneSync entities to Lua and JS memory use and the size of the KVP database. You can finally put your server on a proper Grafana dashboard.
6. A cache that cleans up after itself
On Legacy, every resource file a player downloaded stayed on their disk forever. The Enhanced client automatically removes files that a server no longer serves. A settings screen where players can manage their own cache is also planned.
Should you switch now?
Not for a production server without testing first. Early access means bugs, and not every resource is ready yet. That includes some anticheats: FiveGuard, for example, says screenshots and screen recording through cfx-game-view don't work yet. Set up a test server on Cfx Server and run your most important resources there. Report problems through GitHub Discussions, Cfx.re's official feedback channel for Enhanced.