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Every five minutes, ViceHub asks the Cfx.re master server list what every public FiveM server is doing, and writes down the answer. This page is that database, recomputed live. It is not a summary of other people’s numbers — as far as we can tell, most of what is below has never been published anywhere.
There is no single honest answer to “how many people play FiveM”. The network runs 78,279 players at its floor and 210,987 at its ceiling — so a figure quoted without a timestamp is off by a factor of 2.7 depending on when it was taken. That is why the curve below matters more than the number above it.
Network-wide concurrent players by UTC hour of day · 2026-07-15 to 2026-07-20 · 6 complete UTC days
What this is. Every 5-minute observation of every public server, summed into a network-wide total, then averaged by hour across complete UTC days. Nobody else publishes this curve, and it is the single most useful number on the page if you run a server: it tells you when your audience is awake and when your competitors are asleep.
How to read it. The line is a typical hour; the faint band behind it is the highest that hour has ever reached in the window. Both are UTC — a Brazilian evening and a European evening are four hours apart, and the curve you see is the sum of every timezone’s prime time overlapping. The player-count page breaks it out per country.
Live servers and the players on them, by current population
83.7%
of live servers have zero players on them right now
0.7%
of live servers hold 100+ players (223 of 31,137)
58.4%
of all FiveM players are on that 0.7%
Mostly one-click deployments and test boxes that were switched on and never configured. They are real, running servers — they just have nobody on them.
Friend groups, development servers, and communities that have not found an audience.
A functioning small community: enough people online for roleplay to actually happen.
An established server with a reliable evening crowd.
A serious operation with staff, whitelisting and a queue at peak.
Top-tier. A few hundred of these exist on the entire network.
The giants — near-permanently full, overwhelmingly Brazilian and French. This is where FiveM's population actually lives.
Why this matters. FiveM is not a long tail, it is a cliff. 223 servers — 0.7% of everything that is online — carry 58.4% of the entire player population, while 26,050 servers sit at zero. Every average you will read about “the typical FiveM server”, including the ones further down this page, is dominated by empty boxes unless it says otherwise. That is why the framework and region cuts below are restricted to servers that have demonstrably held a real crowd.
Self-declared by server operators · 3,274 established servers (recorded peak of 25+ players)
Read the two bars, not one. QBCore runs more established servers than vRP — 326 against 299 — and carries 6.2× fewer players on them (3,772 against 23,298). The average vRP server holds 78 concurrent players; the average QBCore server holds 12. Share of servers measures what gets installed; share of players measures what gets played.
Framework tags are typed in by the server operator and verified by nobody, including us. Servers declaring nothing are shown at full size rather than redistributed, and servers declaring two frameworks get their own bucket instead of being guessed at.
Full framework breakdownLive servers and players by self-declared server locale
| Region | Servers | Players now | Players / server |
|---|---|---|---|
| 4,820 | 22,363 | 4.6 | |
| 1,389 | 19,884 | 14.3 | |
| 1,332 | 12,396 | 9.3 | |
| 328 | 9,321 | 28.4 | |
| 2,005 | 2,964 | 1.5 | |
| 162 | 2,368 | 14.6 | |
| 114 | 1,503 | 13.2 | |
| 316 | 1,464 | 4.6 | |
| 477 | 1,453 | 3.0 | |
| 129 | 1,356 | 10.5 | |
| 317 | 1,304 | 4.1 | |
| 108 | 1,192 | 11.0 |
Servers and players do not move together. Server count measures how many people set one up; player count measures how many people showed up. Both columns are here so the difference is visible.
A further 10,144 live servers (5,274 players) declare no usable region and are excluded from this table. Most of them report root-AQ, the locale an unconfigured fxserver ships with — it is a default string, not Antarctica, and counting it as a country would put Antarctica in FiveM’s top three.
Live concurrent players, updated with the 5-minute sync
This list re-orders itself through the day as each region’s prime time arrives — the servers at the top at 20:00 UTC are not the ones at the top at 04:00 UTC. It is a live ranking, not a hall of fame.
The caveats are part of the data. Here is every way a naive reading of this page would be wrong.
Nothing in FiveM verifies what a server is running. The framework split below is built from the tags server owners type into their own server.cfg, so it measures what operators SAY they run. Thousands of servers declare nothing at all — we show that bucket at full size rather than dropping it or quietly redistributing it across the frameworks, which would inflate every share you see.
The Cfx list is dominated by one-click deployments that were switched on and never configured. Any average taken across all live servers is therefore mostly a measurement of how many empty boxes are running. Where it changes the story, we publish a second cut restricted to servers that have demonstrably held a real population (a recorded peak of 25+ concurrent players), and we always say which cut you are looking at.
It is the default locale string an unconfigured fxserver ships with, and it is one of the largest single values in the whole directory. Presenting it as a region would put Antarctica in the top three countries in FiveM. It is folded into a “no region declared” bucket, together with servers that set no locale and servers whose locale is not a real country code.
We can tell you when our crawler first observed a server. We cannot tell you when that server launched — those are different facts, and we never present the first as if it were the second. Nothing on this page describes server age, lifespan or churn.
Concurrent players come from the server's own response to the Cfx directory. A server that misreports its population to look busier will misreport it to us too. This is the same number the in-game FiveM server browser shows you, which is exactly why it is the number worth tracking — but it is a report, not an audit.
These are the FiveM statistics people ask for most often. We could generate plausible-looking figures for all three today. We do not, because our data cannot support them yet — and a number that looks right but is not is worse than no number.
Until recently the crawler only stored a row for a server when it had at least one player on it, so a missing observation is ambiguous: it means either “offline” or “online and empty”. Distinguishing those two is the entire job of an uptime figure, so we cannot compute one honestly yet. We are now recording zero-player observations, which makes uptime computable in the future — not retroactively.
The permanent daily rollup is days old, not months. There is no previous month to compare against, so there is no growth rate to report. Every trend line you see here is labelled with the exact window it covers, and none of them is extrapolated past it.
This needs both a reliable signal for a server dying (see uptime) and 90 days of it. We have neither. When we do, it will appear here with the window stated.
The sync, ranking and moderation rules behind every figure are documented on the methodology page.
Free to use, with attribution and a link back. No permission needed.
Suggested citation
ViceHub (2026). The State of FiveM — live network statistics. Retrieved from https://vicehub.info/stats
Every figure here is recomputed from the database on each load, so the page is always current and always checkable. If a number looks wrong, it is wrong in our data — tell us. The ranking, moderation and sync rules behind it are documented in full on the methodology page.
From the public Cfx.re master server list, which ViceHub polls every 5 minutes. Every server that answers has its player count recorded. The figures on this page are recomputed from that database on every load — they are not a report someone typed up.
Live concurrent players across the whole public server list are shown at the top of this page and update with each 5-minute sync. The population roughly doubles between its quietest and busiest hour of the day, so any single figure is only meaningful next to the time it was taken — which is why we publish the full 24-hour curve rather than one number.
It is every server that lists itself publicly on the Cfx.re directory. Private servers that hide from the directory are, by definition, not in it — and not in any other public count either.
Yes, and you are encouraged to. The data is free to use with attribution to ViceHub and a link back to this page. Every figure is timestamped and the collection method is documented, so a reader can check what window you are quoting.
Because framework tags are self-declared and a third of the live directory declares no framework at all. We show that bucket instead of hiding it, so the four named frameworks add up to less than 100% by design. Servers declaring two frameworks are counted in their own bucket rather than being assigned to one of them.