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Scaling Your Server Infrastructure

OneSync is the proprietary technical framework that enables FiveM servers to surpass the original 32-player limitation inherent in the GTA V engine. However, selecting the appropriate synchronization mode is a critical architectural decision. Your choice between Legacy and Infinity fundamentally dictates how player data is broadcast across the network and determines the compatibility requirements for your custom scripts. This guide ensure you select the optimal mode for your community’s growth.

Difficulty

Intermediate

Time

8 Minutes

Technical Mode Comparison

Choosing the correct mode depends on your target player population and the age of your resource library.
  • Capacity: Limited to 48 slots.
  • Synchronization Logic: Global. Every connected player’s entity data is broadcast to every other player’s client simultaneously. You can “see” a player’s metadata regardless of their distance from you.
  • Technical Compatibility: Ideal for legacy communities using older scripts (2017 - 2019) that rely on global client-side awareness.

Global Mode Authorization

While FREAKHOSTING servers initialize with OneSync enabled by default via the Startup Settings, you can explicitly define the mode within your server.cfg.
# Force Enable OneSync Infinity
set onesync on

Strategic Scripting Considerations

In an Infinity environment, client-side scripts are “blind” to distant world events. If you are implementing a global scoreboard or a “Total Online” player counter, you must perform these calculations on the Server-Side and broadcast the resulting integer to the clients.
Infinity is significantly more efficient than Legacy for high-population servers. By using distance culling, the server only transmits relevant packets to each player, drastically reducing the bandwidth overhead and preventing client-side FPS drops in crowded areas.

Framework Dependencies

Before transitioning to OneSync Infinity, verify that your primary framework (e.g., ESX or QB-Core) is using its latest stable build. Older versions of these frameworks may experience inventory desynchronization or “ghost” character issues when distance culling is active.

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Last Updated: January 2026 | FiveM: OneSync optimized.