FiveM for GTAV Enhanced: Early Access Patch Notes September 22
September's patch leans heavily on server hardening. It's a mix of community reports from the GitHub Discussions page and issues found during the last FiveM for GTAV Enhanced stress test session — with a long list of crash, networking and performance fixes for busy servers.
⚠️ Important for server owners: This patch includes connection protocol changes. You need to update to the latest cfx-server build, otherwise players will not be able to connect and will get a handshake error.
Below is the full breakdown of everything in this patch.
Scripting & Native Fixes
- Cutscenes finish loading again —
HasCutsceneLoadedreturns true afterRequestCutsceneinstead of staying false whileIsCutsceneActivealready reports the cutscene as active (#104). InterpolateCamWithParamsis now exposed, so calling it no longer fails with attempt to call a nil value (global 'InterpolateCamWithParams').DeleteEntityremoves the entity properly and no longer crashes the client or leaves the entity invisible but still collidable (#489).- Synced scenes play for everyone again, not just the player who starts them — and the server receives the
startNetworkSyncedSceneEventandstopNetworkSyncedSceneEventnet game events (#528). Net game events are more reliable in general now, since the same root cause could silently affect other events. - Client-side file lookups work again in resources whose name contains an uppercase letter, so natives like
CreateRuntimeTextureFromImagefind files declared infiles {}instead of reporting them as not found (#149). - Permissions granted at runtime take effect again —
add_aceandadd_principalrun throughExecuteCommandactually apply, instead of silently doing nothing whileIsPrincipalAceAllowedkeeps returning "not allowed" (#473). - Starting a resource from inside a script tick no longer crashes. Resources are queued and started once the tick is over.
- The
setKickReasoncallback in aplayerConnectinghandler no longer crashes the server when it's passednil(#521).
Resource Loading & Assets
- Resources that ship both a
streamand astream_enhancedfolder now load assets fromstream_enhancedonly, and no longer also pull in the deprecatedstreamfolder. - The
dwdStorepool sizes itself from the number of.ydddrawable dictionaries a server streams, so custom assets no longer fail to load with adwdStorepool error. - Resource downloads that fail validation on startup are now retried — and report the failure if the retry doesn't succeed, rather than failing silently.
- NUI reports a missing file by name when a resource requests one that doesn't exist, rather than reporting it as an unsupported file type.
Client, Input & Dev Tools
- Keyboard and mouse input no longer reaches the game or the NUI underneath while the F8 console or the
openUrlconfirmation dialog has focus (#7, #453). A genuinely welcome fix if you've ever alt-tabbed into a firefight by accident. SetHttpHandlerendpoints keep responding under heavy local testing, rather than closing the connection or returning a truncated response after a few dozen rapid requests (#496).- The F8 console log no longer prints low-level connection details when joining a server (#420).
- The network commands monitor in the dev tools shows command names again — like
msgStateBagsrather than raw numeric hashes like3432388556— so you can actually tell which commands are using bandwidth (#261). - Third-party tools such as Stream Deck plugins can send client commands again — off by default, and enabled from the F8 menu (#285).
Networking, Downloads & Voice
- Asset downloads are no longer capped at around 25 MB/s, so the client uses the available bandwidth again like on FiveM for GTAV Legacy (#517). Big one for servers with large vehicle and map packs.
- TLS now uses hardware acceleration, cutting the overhead on resource file downloads over HTTPS.
- Voice relevancy data now includes whether a player's voice should play back in 2D or 3D, so voice resources can pick the right output without going through the client voice API.
sv_disconnectOnUnhandledNetEventis now supported — off by default, and when enabled it disconnects clients that send a reliable network event with no registered handler. Useful hardening if you're being probed by event-spamming clients.
Server Performance & Metrics
- Twelve new server metrics cover each main thread execution stage that blocks
svMain, so server owners can see which stage is holding up the main thread instead of just knowing it's busy. - Per-resource performance is now exposed on the Prometheus metrics endpoint, including for resources registered at runtime.
- Replicating state bags costs less server CPU time — most noticeably on servers with many players or routing buckets.
- Sync tree creation happens outside the sync thread's critical path, which reduces lock contention on busy servers.
- Server memory use is lower during long sessions, and server networking holds up better under heavy event traffic.
Crash & Stability Fixes
- The server no longer crashes when players connect or disconnect.
- Fixed a server crash from routing bucket allocation, and a server crash during entity synchronization.
- Fixed a network ID leak in entity ownership handling.
- Fixed a client crash during player synchronization, and a client crash involving vehicle appearance data.
- The game no longer crashes when loading certain models, and
OverrideVehicleXenonColorno longer causes intermittent crashes. - Plus various other client and server crash and stability fixes.
txAdmin Fixes
- Typing
clearin the live console no longer shows an error (#159). - The live console no longer shows duplicated timestamps or log levels.
- Update notifications are now shown, and feature branches no longer show a pre-release expiration.
What This Means For Your Server
- Update your server build before you do anything else. The connection protocol changes mean an out-of-date cfx-server build will turn players away with a handshake error. Update the server first, then let your community update their clients.
- The download speed cap removal is a real quality-of-life win. If your players have been sitting through slow asset downloads on big content packs, that ceiling is gone — and combined with TLS hardware acceleration, resource delivery should feel closer to Legacy.
- Use the new metrics when performance complaints come in. Twelve main-thread stage metrics plus per-resource Prometheus output turn "the server feels laggy" into an answerable question about which stage is blocking
svMain. - Stability fixes target exactly what hurts populated servers. Connection/disconnection crashes, entity sync crashes, a network ID leak in entity ownership, and lower memory use over long sessions are all the failure modes that end a busy evening badly.
- Considering
sv_disconnectOnUnhandledNetEvent? It's off by default for a reason — enable it deliberately and watch your logs, since legitimate broken clients will be disconnected too.
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Conclusion
The September 22 patch is best read as a server-hardening release: protocol changes that require an immediate cfx-server update, the removal of the 25 MB/s asset download cap, twelve new main-thread stage metrics, cheaper state bag replication, lower long-session memory use, and a solid list of crash fixes covering connections, entity sync, player sync, vehicle appearance and model loading — with a handful of long-standing scripting and permission bugs closed along the way.
Update your server before your players try to connect, and keep an eye on the stress test results coming out of the community as these fixes settle in.