OneSync Infinity: The 2026 Mega-Server Meta
As we enter 2026, the standard for high-tier FiveM Roleplay has shifted from 128-slot communities to 1000+ player "Mega-Servers." Hosting at this scale requires more than just high-end hardware; it requires mastering **OneSync Infinity** and the latest AI-driven monitoring tools in txAdmin.
🚀 Current Benchmarks (Jan 2026)
- Player Limit: Technically supports up to 4096, but 1024 is the "stability sweet spot."
- Network Architecture: Essential use of **Big-Mode** (Server-side networking).
- New Feature: "Adaptive Health" - AI-driven resource throttling for high-load zones (Legion Square, PD).
The OneSync Infinity Advantage
OneSync Infinity is the backbone that allows players to be synchronized based on proximity rather than the entire map. In 2026, two key updates have revolutionized this:
📡 Dynamic Culling
The server now "culls" (stops syncing) entities based on height and line-of-sight, not just distance. This significantly reduces network overhead in multi-story buildings and underground bunkers.
🤖 txAdmin Adaptive Health
A new AI module in txAdmin v8.0 monitors script execution times. If a specific zone (like a crowded hospital) exceeds 15ms frame time, it automatically throttles non-essential client-side scripts.
Key Performance Pillars
1. Resource Logic: The "Tick-Rate" Diet
On a 1000+ player server, any script with a Wait(0) (running every frame) is a server-killer.
2026 Meta Rule: No resource should exceed 0.1ms in CPU time. Use SetTimeout instead of loops where possible to stagger logic across frames.
2. AI-Driven Zone Throttling
Utilize the SetRoutingBucketPopulationEnabled native to disable NPC spawning in high-density player zones. In 2026, efficient servers run "Zones" where NPC traffic is replaced by player-driven interaction to maximize FPS.
3. Database Batching
When 1000 players are all generating "save" events (hunger, thirst, position), your SQL thread will bottleneck. Use **Write-Behind Caching** where data is batched in Lua memory and written to MariaDB every 60 seconds instead of instantly.
Infrastructure Requirements
| Metric | Recommended for 100+ | Required for 1000+ |
|---|---|---|
| CPU | AMD Ryzen 9 5950X | Intel i9-14900K / Ryzen 9 9950X |
| RAM | 32 GB | 64 GB - 128 GB (for asset caching) |
| Uplink | 1 Gbps | 10 Gbps (Dedicated Burst) |
| Database | Local MariaDB | Remote NVMe-based Dedicated DB Node |
Troubleshooting "Mega-Lag"
Players are seeing "Invisible People"?
This is usually a **Routing Bucket** desync. Ensure your server build is higher than 8000. Build 8400+ introduced the "Global Sync State" fix which eliminates ghosting on high-population servers.
The server console is spamming "Heartbeat Timeout"?
Your main thread is hanging. Use the proffiler tool in the FXServer console to find which script is taking more than 50ms to execute. It’s almost always a heavy GetPlayers() loop in a poorly optimized script.
Can I run 1000 players on a budget VPS?
Absolutely not. OneSync Infinity at scale requires **dedicated physical cores**. VPS systems with shared vCPUs will suffer from "Micro-Stuttering" as the host OS swaps threads between players.
Next Steps
- Deep Dive into Script Optimization
- Prepare your community for the GTA VI transition
- Back to FiveM Wiki Home
Scale without Compromise: Supercraft’s **Infinite-Nodes** are tuned specifically for OneSync Infinity. We provide pre-indexed MariaDB clusters and 10Gbps uplinks as standard for any server opting for the Mega-Server tier.