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FiveM for GTA 5 Enhanced: what's new
FiveM Enhanced is more than a port: 120 Hz sync, a client-server model, .NET, lower RAM… Here's what changes for players and server developers.
On July 21, 2026, Cfx.re launched FiveM for GTA 5 Enhanced in early access. It’s not a simple port of the Legacy version: the server engine has been deeply reworked. Here’s a rundown of what’s new, for players and developers alike.
For players: what actually changes
- Much better visuals. FiveM now runs on GTA 5 Enhanced, with its ray tracing, DLSS and HDR (see what’s new in GTA 5 Enhanced).
- Smoother synchronization. The server now syncs players up to 120 Hz, versus 30–40 Hz before: other cars and players move far more crisply.
- Better protection. Initial connections go through a WebSocket protocol instead of UDP, improving resistance to DDoS attacks.
- A new voice system replaces the old Mumble voice.
- Pure mode always on: during early access, client-side graphics mods are blocked.
Heads-up: early access has known bugs, and some large servers are deliberately staying on Legacy while the ecosystem matures (see below).
For developers: the major changes
Client-server model and OneSync
FiveM Enhanced drops peer-to-peer (P2P) synchronization in favor of a client-server model. OneSync “big” becomes mandatory: the old non-big mode is gone.
Runtime: moving to .NET
The Mono runtime is replaced by .NET 10. C# developers get a far more modern environment, and the JavaScript runtime is updated too. Good news: existing Lua, JavaScript and C# scripts keep working.
Server performance
- Up to 50% less RAM per player.
- New convar
sv_syncTickRate(default 60, range 1–120) replacingsv_useAccurateSends. - New convar
sv_resourceFileDownloadTimeout(2 minutes by default) for resource downloads.
Removed or deprecated features
| Item | Status |
|---|---|
| P2P synchronization | Removed (client-server) |
| OneSync non-big | Removed (big mandatory) |
| Mono | Replaced by .NET |
| Mumble voice | Deprecated (new system) |
| Server ImGui GUI | Removed |
| DevCon ports 29200 / 29300 | Removed |
HTTP/2 (sv_netHttp2) | Removed |
-cl2 flag (second client) | Deprecated → sv_devMode true |
| Resource “builders” | Not supported |
Gamebuild and binaries
Enhanced only serves the latest gamebuild; sv_enforceGameBuild 3258 is no longer relevant (only 1 remains accepted, for the base game without DLC). The server binary is now cfx-server (archives cfx-server_win_x64 / cfx-server-linux_x64), replacing the old FXServer.
Assets: the real work
This is the sensitive part of the migration. Custom Legacy assets aren’t natively compatible with GTA 5 Enhanced. Cfx.re provides a tool, Alchemist, to convert existing resources.
Crucially, Asset Escrow — the system that protects and distributes paid resources — isn’t available yet at the start of early access. That’s the main reason many large commercial servers are staying on Legacy for now.
Should you migrate your server now?
It depends on your project:
- Pure Lua/JS server, few paid assets: migration is reasonable, most code works as-is. The main work is the voice (new system) and converting assets via Alchemist.
- Server that relies on protected paid resources: better to wait for Asset Escrow.
In short
FiveM Enhanced is a genuine technical leap: next-gen visuals, sync up to 120 Hz, a modern .NET runtime and lower RAM. In exchange, early access imposes a few temporary trade-offs (pure mode, no Asset Escrow) and some asset-migration work.
Want to try a server running on Enhanced? Start by installing FiveM for GTA 5 Enhanced, then join Chased for your first car-chase duels.