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OneSync: how do you handle vehicle sync conflicts during heavy traffic?

104 rep151 views1 min read

Specific scenario: 60 players on a busy intersection, NPCs disabled. Two players trying to drive through each other end up in a desync — both see the other player's car at a slightly different position, leading to "ghost crashes".

I've tried:

  • Forcing higher netGameEventHandler priority for vehicles → minor improvement
  • Custom interpolation on the client side → made it worse, vehicles "jitter" between predicted and authoritative positions
  • Reducing network event frequency → makes the desync visible for longer

Has anyone solved this elegantly?

The root cause feels like FiveM's prediction model isn't well-tuned for high-density vehicle interactions, but I refuse to accept "buy more bandwidth" as the answer.

Open to ANY ideas, even hacky ones.

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Comments (3)

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  • Honest answer: there isn't a clean solution. The desync is a fundamental property of how OneSync handles ownership transfer. The least-bad mitigation I've found is to lock ownership of vehicles to the driver and refuse to transfer until they leave the seat. Reduces ghost crashes by ~70%.

    5 points
    • yuki_san

      Going to try this tonight. Will report back.

  • Réduit aussi la portée de sync via setr onesync_distanceCullVehicles — par défaut c'est trop large.

    2 points