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Description
What happened?
Following the recent Escrow system update, our FiveM server and many others (as reported by numerous community members) have experienced significant performance degradation. Prior to the update, the server maintained a stable 100 FPS in most scenarios. Post-update, FPS has dropped to around 70 on average, with frequent and noticeable FPS stutters and drops that were not present before.
Crucially, no changes were made to our server's resources, scripts, or configuration. The performance drop correlates directly with the client update that introduced the new Escrow system. This issue is affecting all players on our server and is a common topic of discussion in the community, indicating a widespread problem.
Expected result
The game should maintain its previous performance levels (stable 100 FPS, as in our case) after the update, with no introduced stutters or frame drops. The Escrow system update should not negatively impact client-side FPS.
Reproduction steps
Join any FiveM server (both our own and other public servers have been tested) that was running smoothly before the Escrow update.
Observe the FPS in various locations and situations (e.g., in the city, with other players, inside vehicles).
Note the lower average FPS compared to pre-update performance.
Experience intermittent FPS stutters and drops, especially during asset streaming or when the UI elements related to the new system might be loading.
Importancy
Slight inconvenience
Area(s)
FiveM
Specific version(s)
Artifacts b21547/Win Build 3095
Additional information
System Specs Example: The issue occurs on high-end systems (e.g., RTX 3070, Ryzen 7 5800X, 32GB RAM) where FPS was previously locked and stable, ruling out local hardware insufficiency as the cause.
Community Reports: Multiple server owners and players across different communities (Discord, forums) are reporting identical performance issues since the same update, suggesting a systemic problem rather than an isolated incident.
Hypothesis: We suspect the new Escrow system might be introducing inefficiencies in the streaming of interface elements, asset verification, or background processes that are now impacting the main render thread.