Fixing Oversized Asset Warnings in FiveM

If your server console shows a FiveM oversized assets warning like the one below, it doesn't always mean something is wrong. Here's when it matters and how to shrink a file that really is too big.

Asset mycar/stream/mycar.ytd uses 80.0 MiB of physical memory. Oversized assets can and WILL lead to streaming issues (such as models not loading/rendering).

TL;DR:

  1. Check the size in the warning. A .ytd up to 40 MiB is fine, a .yft should stay under 32 MiB.
  2. Find the file named in the warning.
  3. Export its textures with OpenIV.
  4. Resize the biggest textures to half their size.
  5. Import them back into a new .ytd with the same name.
  6. Restart and check the file is now 40 MiB or less.

How big is too big?

FiveM shows the warning as soon as a single file needs more than 16 MiB of memory once it's loaded. On its own that's nothing to worry about. Textures (.ytd) and models (.yft) have different limits.

Textures (.ytd): detailed real-life cars have a lot of textures and usually land around 32 MiB.

  • Under 16 MiB: no warning.
  • 16 to 40 MiB: optimized. Normal for detailed cars, leave it as it is.
  • 40 to 72 MiB: heavy. It works, but shrinking the textures is recommended.
  • Over 72 MiB: too big. It can cause texture issues, and with several cars that big, textures on the map can stop loading.

Models (.yft): these have a hard limit.

  • Up to 10 MiB: optimized. Most lore friendly cars are here.
  • 10 to 25 MiB: normal for real-life cars.
  • 25 to 32 MiB: heavy, close to the limit.
  • Over 32 MiB: over the limit. It can crash the game.

FiveM file size guide: .ytd textures optimized up to 40 MiB, heavy to 72 MiB; .yft models optimized up to 10 MiB, normal up to 25 MiB, limit 32 MiB

Big files are almost always a .ytd (texture dictionary) full of 4K textures. A smaller version of a texture usually looks the same in game, because you rarely see a car close enough to notice the difference.

1. Find the file

The warning tells you the resource and file name. Go to that resource's stream folder and find the file. Make a backup copy before you change it.

2. Export the textures

  1. Download and open OpenIV.
  2. Open the .ytd file.
  3. Click Export all textures (bottom left) and save them as .dds files in a new folder.

3. Resize the biggest textures

Open the exported textures in a tool that can save .dds files, for example XnResize or Paint.NET. Resize the biggest ones (usually 4096 pixels) to 50%, and keep the same file name and .dds format. Leave the small textures as they are.

Textures with liveries or small text on them can look blurry if you shrink them too much, so check those in game.

4. Put them back

  1. In OpenIV, turn on Edit mode.
  2. Delete the old .ytd (you have a backup) and create a new texture dictionary with exactly the same name.
  3. Open it, click Import and select all the textures, the resized ones and the ones you didn't change.
  4. Click Save.

5. Restart and check

Put the new .ytd in the stream folder, delete the server cache and restart the server. The number in the warning should now be 40 MiB or less. The warning itself can stay, that's fine.

↑ Back to the steps

FAQ

What does the oversized assets warning mean?

One file needs more than 16 MiB of memory once it's loaded. That alone is fine. Detailed cars usually land around 32 MiB, and anything up to 40 MiB counts as optimized.

When should I shrink the textures?

Over 40 MiB it's recommended. Over 72 MiB it's needed: one car that big can have texture issues, and several of them can make textures on the map stop loading.

Will resizing the textures make the car look worse?

Usually not. Going from 4K to 2K is rarely visible in game. Check liveries and textures with small text, those can get blurry.

What is the size limit for a .yft file?

32 MiB. Lore friendly cars are usually under 10 MiB and real-life cars 10 to 25 MiB. Anything over 32 MiB can crash the game and needs to be optimized.

Do oversized textures stop the car from spawning?

No. The car still loads. Very big .ytd files cause texture issues instead, and several of them together can make map textures stop loading.

What about .yft files?

If the warning is about a .yft (the car model itself), the limit is lower: 32 MiB. Over that the model can crash the game, usually because it's too detailed or has big textures built into it. That needs the model to be optimized in a 3D tool, which is a bigger job. All our vehicles are already kept under the limit, so if you get this warning on one of ours, open a ticket and we'll fix it:

https://discord.gg/4qp2bDEJbv

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