RAGE and GTA V Enhanced asset reference artwork.
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GTA V Enhanced, Gen9 assets, and FiveM support

What FiveM has announced, what changes for assets and scripts, and how Zoovdev will support Enhanced output.

Syntax

Platform team

Rockstar's PC upgrade for GTA V Enhanced brings the newer console branch of GTA V to PC. In FiveM and modding conversations, these assets are often called Gen9 or Enhanced assets.

Cfx.re has confirmed that FiveM support for GTA V Enhanced is planned. Legacy support will continue, server upgrades will not be mandatory, and Legacy and Enhanced clients will not cross-play on the same server.

What FiveM has announced

AreaWhat changesWhat to watch
Client supportFiveM for GTA V Enhanced is planned as an early access release. Cfx.re says support is expected in the coming months.Legacy remains available, and server owners will decide when to move.
Server splitLegacy and Enhanced will not cross-play on the same server version.Plan separate rollout windows, testing servers, and resource builds.
AssetsExisting Legacy assets are not natively compatible with GTA V Enhanced. Conversion is needed for the main streamed asset formats.Cfx tools focus on .ydr, .ytd, .yft, .ydd, and .ypt.
Collision and animationCfx.re's utility announcement said .ycd and .ybn do not require conversion.Still test collision and animation calls in-game, because the surrounding resource can still be wrong.
Scripts and nativesCfx.re says existing Lua, JavaScript, and C# scripts should keep working, including current FiveM-supported natives.Test scripts that touch streaming, physics, networking, population, damage, and game-build-specific content.
NetworkingFiveM for Enhanced includes a OneSync overhaul. Cfx.re says this should reduce bandwidth, CPU, and memory use at equivalent player counts.Expect fewer old sync modes. Cfx.re says Enhanced servers will run on the high-performance synchronization mode.
Platform internalsCfx.re says some FiveM code will move from open source to closed source because of closer game and launcher integration.Follow official release notes if your workflow depends on low-level FiveM internals.

Asset conversion

The first hard rule is that a working Legacy resource is not automatically an Enhanced resource. Cfx.re's official modding utility announcement said custom assets used on FiveM and GTA V Legacy are not natively compatible with GTA V Enhanced.

Cfx.re later introduced Alchemist for players, server owners, and asset creators who need to convert Legacy assets to Enhanced. The Alchemist docs list support for YDR, YTD, YFT, YPT, and YDD.

How Zoovdev will support Gen9 assets

WorkflowLegacy todayEnhanced support
Create propsUse Model to Prop or Image to Prop to create streamed .ydr props.Add an Enhanced output option so new props can target Gen9 from the start.
Create texture dictionariesUse Image to YTD and editor workflows for .ytd files.Keep texture naming and compression checks, then write the right Gen9 target when the user selects Enhanced.
Optimize assetsUse the existing optimizers for .ydr, .ytd, .yft, and .ydd.Expose the same target choice in Optimize Props, Optimize Textures, Optimize Vehicles, and Optimize Clothing.
Inspect mixed resourcesCheck filenames, texture names, manifests, and known streamed formats.Flag likely mixed Legacy and Enhanced assets before the resource reaches a server.
Code and manifestsUse Code Agent to review resource structure and fxmanifest.lua entries.Add checks for split Legacy/Enhanced folders, data_file entries, and build-specific assumptions.

Scripting and natives

Cfx.re has said existing scripts should remain compatible. That covers the normal Lua, JavaScript, and C# runtime path and the FiveM-supported natives that existing resources use today.

That does not mean every server should flip the switch without testing. Enhanced changes the base game branch, and FiveM is rebuilding parts of the integration layer around that branch. Scripts that call natives around streaming, entity ownership, weapons, collisions, population, and network sync should be tested on an Enhanced staging server.

For resources that depend on a minimum server build, game build, policy, or native, the resource manifest already supports runtime constraints through dependencies. Keep using fx_version 'cerulean' and game 'gta5' until official Enhanced-specific manifest guidance says otherwise.

fx_version 'cerulean'
game 'gta5'

files {
  'stream/my_prop.ydr',
  'stream/my_textures.ytd',
  'stream/my_props.ytyp'
}

data_file 'DLC_ITYP_REQUEST' 'stream/my_props.ytyp'

Prepare your resources now

  • Keep source files. Save the .blend, .fbx, .obj, layered image files, and original texture exports when possible.
  • Separate build outputs. Do not mix Legacy and Enhanced files in the same release folder unless you have a clear loader strategy.
  • Track escrowed assets. If an asset is locked, note who owns it and whether you have access to an unlocked source copy.
  • Audit resource manifests. Check files, data_file, map flags, and streamed folder paths.
  • Test native-heavy scripts. Anything that manages entities, vehicle spawning, weapons, or high-player sync deserves a staging pass.
  • Do not promise cross-play. Cfx.re has said Legacy and Enhanced server versions will be separate.

A clean folder split

A simple split makes review and rollback easier. Keep one source folder and export separate runtime folders.

source/
  my_prop.blend
  textures/

resources/
  my_prop_legacy/
    fxmanifest.lua
    stream/

  my_prop_enhanced/
    fxmanifest.lua
    stream/

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