Managing Network Congestion
A Network Thread Hitch differs from a standard script hitch. While script hitches are caused by heavy local logic, network hitches occur when the server attempts to send too much data (packets) to the clients at once, or when a script “spams” global network events.
| Reading Time | Difficulty | Last Updated |
|---|---|---|
| 5 minutes | Intermediate | January 2026 |
1. Identifying the Event Spam
To find out which resource is flooding the network:- Open your txAdmin Console.
- Type
neteventlogto begin monitoring network traffic. - Watch for events that have a high frequency or a large payload size (displayed in bytes).
- The Culprit: Look for events like
TriggerClientEvent('some_event', -1, huge_table). Sending massive data tables to every player (-1) every second is the primary cause of network hitches.
2. Optimization Strategies
- Culling: Only send data to players who actually need it. Instead of
-1(Everyone), target specific player IDs. - Compression: Instead of sending a full table of vehicle data, send only the plate string and have the client fetch the rest from their local cache.
- Throttling: Reduce the frequency of synchronization. Does a HUD really need to update 60 times per second, or is once every 500ms sufficient?
Support Channels
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Last Updated: January 2026 | FiveM: Network optimized.