OneSync
Also called OneSync Infinity
The Cfx.re server-side synchronisation model that lifts FiveM past the original 32-player ceiling.
OneSync moves entity ownership and state synchronisation to the server instead of the game client. Without it a FiveM server is capped near 32 players; with OneSync Infinity, player counts in the hundreds are possible and state is authoritative server-side.
Enabling it is a set onesync on line plus an sv_maxclients above 32, but the consequences reach into scripts. Entity creation, ownership and network IDs behave differently, and older resources written pre-OneSync routinely assume the client owns entities it no longer owns. Most "the vehicle disappears for other players" bugs trace back to this.
OneSync also changes the performance profile: the server now does work the clients used to, so CPU per player rises. A 128-slot server is not four times a 32-slot server in cost, it is more.
Culling is the related concept — the server only syncs entities near a player, which is what makes high player counts affordable at all.
Related terms
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