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
netGameEventHandlerpriority 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.