> ## Documentation Index
> Fetch the complete documentation index at: https://help.freakhosting.com/llms.txt
> Use this file to discover all available pages before exploring further.

# MTA Server Lag: Sync and Bandwidth Settings Explained

> Reduce MTA server lag with the right sync and bandwidth settings: Bandwidth saving, player sync, bullet sync, vehicle extrapolation and the Competitive preset.

MTA:SA sync settings decide how often your server sends updates to players. On FREAKHOSTING you change them in **Game settings** under **Sync and bandwidth** and **Network and downloads**. For smoother fights and races, apply the **Competitive** preset (frequent sync, no bandwidth saving). For many players on a calm server, apply **Save bandwidth**. Review, save and restart after each change.

| Fact | Value |
| - | - |
| Panel sections | **Sync and bandwidth**, **Network and downloads** |
| Presets | **Competitive**, **Save bandwidth** |
| Unit of sync settings | Milliseconds between updates (lower = more often) |
| Applies | After a restart |

## Which preset should I use?

| Preset | What it does | Good for |
| - | - | - |
| **Competitive** | Frequent sync, no bandwidth saving, keeps the client version up to date. | Deathmatch, race, PvP |
| **Save bandwidth** | Maximum bandwidth saving, slower distant syncs. | Large freeroam or roleplay servers |

Click **Presets** in **Game settings**, pick one, check **Changed** to see what it set, then **Review and save**. Most sync settings are advanced; click **Show advanced settings (16)** to see them.

## What do the sync settings do?

Values are on a fresh FREAKHOSTING server. Ranges are from the MTA wiki.

| Panel field | Key in mtaserver.conf | Fresh value | Range | What it does |
| - | - | - | - | - |
| **Player sync** | `player_sync_interval` | 100 ms | 50 to 4000 | Time between player updates. |
| **Distant player sync** | `lightweight_sync_interval` | 1500 ms | 200 to 4000 | Time between updates of players far apart. |
| **Camera sync** | `camera_sync_interval` | 500 ms | 50 to 4000 | Time between camera updates. |
| **Ped sync** | `ped_sync_interval` | 400 ms | 50 to 4000 | Time between updates of peds (non-player characters). |
| **Empty vehicle sync** | `unoccupied_vehicle_sync_interval` | 400 ms | 50 to 4000 | Time between updates of vehicles nobody is in. |
| **Bullet sync** | `bullet_sync` | On | On / off | Makes shots more reliable, at the cost of bandwidth. |
| **Vehicle extrapolation** | `vehext_percent` | 0 % | 0 to 100 | How much clients predict other players' vehicle movement. It can hurt some game modes. |
| **Vehicle extrapolation limit** | `vehext_ping_limit` | 150 ms | 50 to 500 | The most time the prediction makes up for. Only matters above 0 %. |
| **Latency reduction** | `latency_reduction` | Off | On / off | Shows other players' actions about 50 ms sooner. Experimental. |

Lower sync values feel smoother but use more bandwidth and CPU. Change one setting at a time and test with players.

## What does Bandwidth saving do?

**Bandwidth saving** (`bandwidth_reduction`) saves bandwidth with optimisations that make the game slightly less precise.

| Option | Meaning |
| - | - |
| **None** | No optimisations. Most precise. |
| **Medium** | The value on a fresh server. |
| **Maximum** | Most saving. The MTA wiki warns it can cause de-sync with mapped objects. |

## How to fix common lag problems

| Symptom | Try |
| - | - |
| Shots don't register | Keep **Bullet sync** on. |
| Cars jump or warp in races | Raise **Vehicle extrapolation** in small steps and test. Set it back to `0` if your game mode behaves oddly. |
| Players far away move in steps | Lower **Distant player sync**, or set **Bandwidth saving** to **Medium** or **None**. |
| Lag spikes with many players | Apply **Save bandwidth**, then check CPU in [Statistics](https://help.freakhosting.com/portals/game-panel/how-to-view-server-statistics.md). |
| Lag from one resource | Check the console and `server.log` for script errors, and stop the resource to test. |

Low FPS on a player's PC is not network lag. See [FPS limit](https://help.freakhosting.com/games/multi-theft-auto/configuring-fps-limit.md).

## Frequently asked questions

### What is the best player sync interval?

The fresh value of 100 ms suits most servers. Lower values send more updates per second and use more bandwidth.

### Should I turn on Latency reduction?

It is experimental. Try it on a test evening and turn it off if players report odd movement.

### Can I change sync settings while the server runs?

Some can be changed by scripts with `setServerConfigSetting`, but use **Game settings** and a restart for permanent changes.

## Related guides

> [card] [MTA server guide](https://help.freakhosting.com/games/multi-theft-auto/multi-theft-auto-server-hosting-guide.md)
>
> Every MTA page in one place.

> [card] [Change server settings](https://help.freakhosting.com/games/multi-theft-auto/how-to-change-mta-server-settings.md)
>
> Presets, review and save.

> [card] [mtaserver.conf explained](https://help.freakhosting.com/games/multi-theft-auto/mtaserver-conf-explained.md)
>
> Every setting and its key.

> [card] [FPS limit](https://help.freakhosting.com/games/multi-theft-auto/configuring-fps-limit.md)
>
> Client frame rate limit.

***

> [!NOTE]
>
> **Tested by the FREAKHOSTING team** on our Game Panel on 2 November 2026 (MTA:SA server 1.6, 64-bit). Steps may differ slightly if the game changes. Ranges checked against the official [Multi Theft Auto wiki](https://wiki.multitheftauto.com/wiki/Server_mtaserver.conf).

> [!NOTE]
>
> ### Need Extra Help?
>
> If you encounter any issues, our support team is ready to assist:
>
> * **Live Chat:** Quick assistance via our website.
> * **Support Ticket:** [Open a Ticket](https://freakhosting.com/clientarea/submitticket.php)
> * **Discord:** [Join our Community](https://discord.gg/freakhosting)
> * **Email:** [support@freakhosting.com](mailto:support@freakhosting.com)

> [!TIP]
>
> ### Save on Your Hosting
>
> Ready to upgrade your hosting? Use code **KB20** at checkout for **20% off** your first order!

***

**Last Updated:** November 2026


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