
How to Use Resmon in FiveM
Respuesta rápida: Resmon is FiveM’s client-side resource monitor. Open the F8 console and run resmon true to inspect resource cost on the client. Use it to find expensive scripts, maps, HUDs, and UI resources before guessing what causes low FPS.
Última actualización: 25 de junio de 2026
Resmon abierto
- Join your server.
- Prensa
F8. - Run:
resmon true
If access is denied, the Cfx.re documentation notes that developer mode may be required for some diagnostics. Test on a development client or use the profiler for deeper debugging.
What Resmon tells you
| Column/signal | Meaning |
|---|---|
| CPU msec | How much client CPU time a resource consumes. |
| Memoria | How much memory the resource uses on the client. |
| Spikes | Short bursts that may happen during UI, streaming, or loops. |
| Constant high cost | A resource that likely needs code or asset work. |
Practical test method
- Stand in a quiet location and note the top expensive resources.
- Move to a busy city area, MLO, or vehicle-dense location.
- Open menus, inventory, phone, HUD, and job UI one at a time.
- Record which resource spikes and what action caused it.
- Disable one suspect resource in staging and repeat the same test.
When to use the profiler
Use Resmon for quick triage. Use the Cfx.re profiler when you need line-level or deeper resource debugging. The profiler is better when a resource is consistently expensive but the reason is not obvious from gameplay.
Common causes of high Resmon values
- Loops without enough
Esperar()time. - NUI scripts that update every frame.
- Large map or clothing packs near dense areas.
- HUDs checking too many player states too often.
- Client events doing server-style work.
Related optimization guides
- FiveM server optimization
- How to show FPS in FiveM
- Fix FiveM thread hitch warnings
- Official Cfx.re profiler guide
How to read Resmon without overreacting
A short spike is not always a bug. Opening a phone, inventory, clothing menu, or map can briefly cost more CPU. The problem is a resource that stays expensive while idle or spikes every few seconds during normal play.
Useful testing notes
- Test with the same route through the city each time.
- Write down the top three resources before changing anything.
- Disable one suspect resource at a time.
- Retest after a full restart, not only a hot reload.
- Check both low player count and busy player count.
Developer fixes that usually work
Increase waits in loops, avoid constant NUI updates, cache repeated lookups, move server-only work out of client code, and stop checking every player state every frame. If a script needs to react to events, use events instead of polling when possible.






