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© 2026 ViceHub · Independent FiveM discovery hub.Privacy · Terms · Not affiliated with Cfx.re, Rockstar Games, or Take-Two Interactive.

Original research

How many people play FiveM?

Right now, 211,597 people are on a public FiveM server. That figure is the sum of the concurrent player counts every server on the Cfx.re master list reported at our last sync, 2026-10-19 18:10 UTC — it is a count, not an estimate, and it will be different by the time you finish reading this sentence.

OverviewPlayer countFrameworks
Players right now211,597On 8,763 servers
Highest observed245,6932026-10-18 18:50 UTC
Lowest observed78,9222026-10-13 11:05 UTC
Daily average111,300Mean across 102 complete UTC days

The honest headline is a range, not a number. Between its quietest and busiest moment in the retained window the network moved by a factor of 3.1×. Anyone quoting a single “FiveM has X players” figure is quoting the hour they happened to look.

The daily population curve

Average concurrent players by UTC hour of day · 2026-10-13 to 2026-10-18 · 6 complete UTC days

Busiest hour 19:00 UTC · 224,497 players on average

Averaged over 6 complete UTC days

0122,847245,693▲ 224,49700:0003:0006:0009:0012:0015:0018:0021:0000:00 UTC — 164,491 players on average, peaking at 181,27701:00 UTC — 154,439 players on average, peaking at 167,57602:00 UTC — 141,695 players on average, peaking at 155,83203:00 UTC — 127,061 players on average, peaking at 144,14604:00 UTC — 113,087 players on average, peaking at 132,45905:00 UTC — 100,092 players on average, peaking at 120,37406:00 UTC — 93,436 players on average, peaking at 111,41407:00 UTC — 89,953 players on average, peaking at 105,35308:00 UTC — 89,496 players on average, peaking at 106,15509:00 UTC — 91,295 players on average, peaking at 110,64510:00 UTC — 94,456 players on average, peaking at 117,59911:00 UTC — 100,499 players on average, peaking at 133,74012:00 UTC — 126,846 players on average, peaking at 162,03213:00 UTC — 151,862 players on average, peaking at 184,04214:00 UTC — 170,945 players on average, peaking at 202,13415:00 UTC — 184,483 players on average, peaking at 215,14116:00 UTC — 198,257 players on average, peaking at 227,11317:00 UTC — 209,484 players on average, peaking at 238,29618:00 UTC — 219,682 players on average, peaking at 245,69319:00 UTC — 224,497 players on average, peaking at 245,11820:00 UTC — 216,357 players on average, peaking at 238,20521:00 UTC — 202,612 players on average, peaking at 226,59422:00 UTC — 189,092 players on average, peaking at 212,55723:00 UTC — 174,228 players on average, peaking at 197,798
Average concurrent playersBest bucket observed in that hourQuietest 08:00 UTC · 89,496

FiveM’s population peaks at 19:00 UTC (224,497 players on an average day) and bottoms out at 08:00 UTC (89,496). The whole network is therefore roughly 2.5× busier in the evening than it is in the European morning. The climb is gradual and the fall is slow: there is no single “rush hour”, just a long plateau from mid-afternoon to late evening UTC as one region after another comes online.

Hour-by-hour, in numbers

The same curve as a table, so it can be quoted, checked and pasted

Hour (UTC)Average playersBest observedShare of peak hour
00:00164,491181,27773%
01:00154,439167,57669%
02:00141,695155,83263%
03:00127,061144,14657%
04:00113,087132,45950%
05:00100,092120,37445%
06:0093,436111,41442%
07:0089,953105,35340%
08:0089,496106,15540%
09:0091,295110,64541%
10:0094,456117,59942%
11:00100,499133,74045%
12:00126,846162,03257%
13:00151,862184,04268%
14:00170,945202,13476%
15:00184,483215,14182%
16:00198,257227,11388%
17:00209,484238,29693%
18:00219,682245,69398%
19:00224,497245,118100%
20:00216,357238,20596%
21:00202,612226,59490%
22:00189,092212,55784%
23:00174,228197,79878%

“Average players” is the mean network-wide concurrent population during that hour, across every complete UTC day in the window. “Best observed” is the single highest 5-minute observation ever recorded in that hour — the ceiling, not the norm. Averaging is done per day first and then across days, so a day that happened to be sampled more often cannot outvote the others.

Every country's prime time

The UTC hour at which each region's servers are collectively busiest

Restricted to established servers (a recorded peak of 25+ players), which carry the overwhelming majority of the population. Empty test servers would otherwise add noise without adding players.
RegionPrime time (UTC)Players at peakDaily average
Brazil00:0049,91425,546
United States01:0029,06218,049
Thailand15:0033,99816,967
Saudi Arabia18:0016,57712,277
France20:0023,49710,229
Germany19:0015,8666,415
Türkiye19:0010,7884,746
Romania18:009,1194,307
Spain21:007,2174,031
Indonesia16:008,0413,379
Poland19:007,2312,955
United Kingdom20:004,8272,359
Portugal21:004,6932,055
China13:002,4101,478

This is the table to steal. The network-wide curve is the sum of a dozen national curves that peak at completely different times, and averaging them together hides the only thing a server owner actually needs to know: when their audience is awake. A server aimed at Brazil and a server aimed at Germany should not launch on the same evening.

Why the hours look strange. They are all UTC, so a region’s prime time lands wherever its own evening falls: late-night UTC for the Americas, early-evening UTC for Europe, mid-afternoon UTC for South-East Asia. Convert to local time before drawing conclusions — the numbers are the point, the clock positions are an artefact of the reference frame.

Day by day

Mean concurrent players per complete UTC day, from the permanent daily rollup

82k
Tue
82k
Wed
80k
Thu
80k
Fri
Sat
88k
Sun
81k
Mon
81k
Tue
80k
Wed
82k
Thu
83k
Fri
88k
Sat
90k
Sun
86k
Mon
87k
Tue
87k
Wed
87k
Thu
88k
Fri
91k
Sat
96k
Sun
91k
Mon
91k
Tue
90k
Wed
89k
Thu
90k
Fri
95k
Sat
100k
Sun
93k
Mon
93k
Tue
93k
Wed
94k
Thu
94k
Fri
99k
Sat
103k
Sun
96k
Mon
90k
Tue
96k
Wed
95k
Thu
97k
Fri
103k
Sat
108k
Sun
101k
Mon
100k
Tue
100k
Wed
101k
Thu
101k
Fri
109k
Sat
113k
Sun
102k
Mon
104k
Tue
102k
Wed
103k
Thu
106k
Fri
114k
Sat
119k
Sun
106k
Mon
107k
Tue
108k
Wed
107k
Thu
112k
Fri
122k
Sat
126k
Sun
120k
Mon
114k
Tue
114k
Wed
116k
Thu
120k
Fri
132k
Sat
136k
Sun
Mon
117k
Tue
118k
Wed
120k
Thu
125k
Fri
138k
Sat
142k
Sun
125k
Mon
125k
Tue
124k
Wed
125k
Thu
129k
Fri
143k
Sat
149k
Sun
129k
Mon
127k
Tue
127k
Wed
128k
Thu
133k
Fri
146k
Sat
148k
Sun
130k
Mon
129k
Tue
127k
Wed
127k
Thu
136k
Fri
148k
Sat
153k
Sun
145k
Mon
145k
Tue
144k
Wed
144k
Thu
148k
Fri
161k
Sat
166k
Sun
Mean concurrent players across the whole public FiveM network, per complete UTC day. Bars start at zero.

Be careful with this chart, and so are we. It currently covers 102 complete days. That is enough to state what the network did on those days and nothing else — it is not enough to claim a weekly rhythm, a trend, or a direction of travel, and we are not going to pretend otherwise while the series is this short. The underlying rollup is permanent and grows by one row per server per night, so this is the chart that will be worth reading in six months.

2 days are deliberately missing. 2026-07-11, 2026-09-14 fell across a change in our own sampling cadence (15-minute observations to 5-minute), which leaves the day unevenly sampled: more observations in the evening than in the morning. A mean over those buckets would report a population roughly 10% higher than the day actually had. We cannot repair it after the fact, so we do not publish it — the bar is left empty rather than filled with a number we do not believe.

How to read these numbers

The caveats are part of the data. Here is every way a naive reading of this page would be wrong.

  • Framework and gametype tags are self-declared

    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.

  • Most of the directory is empty test servers

    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.

  • “root-AQ” is not Antarctica

    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.

  • A server’s recorded history starts when we first saw it

    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.

  • Player counts are what the server reports

    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.

What we deliberately do not publish

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.

  • Uptime percentages

    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.

  • Month-over-month growth and trends

    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.

  • Churn, survival and “% of servers still alive after 90 days”

    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.

Cite this data

Free to use, with attribution and a link back. No permission needed.

What it measures
Concurrent players and server counts across every server listed on the public Cfx.re (FiveM) master server list.
How it is collected
ViceHub polls the public Cfx.re master server list every 5 minutes and records the concurrent player count of every server that answers. Nothing is sampled, estimated or modelled: the numbers on this page are counts of servers and players as the directory itself reported them.
Window on this page
Hour-of-day curve: 2026-10-13 to 2026-10-18 · 6 complete UTC days. Peak and trough: the full retained detail window of 2,016 network-wide 5-minute observations. Live figures as of 2026-10-19 18:10 UTC.
Permanent record
1,481,896 daily server-population rows banked across 105 days and counting. The 5-minute detail is pruned at 7 days; the daily rollup is kept forever.

Suggested citation

ViceHub (2026). FiveM concurrent player count — live and by hour of day. Retrieved from https://vicehub.info/stats/player-count

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.

Keep going

Population is only half the story. The framework breakdown shows what these servers are actually built on and why the biggest ones are not running what you would expect, and the overview covers server sizes and regional distribution. Or go and browse the servers themselves — every one of them has its own 7-day population graph.

Frequently asked questions

How many people are playing FiveM right now?

The live figure at the top of this page is the sum of the concurrent player counts of every server on the public Cfx.re list, as of the last 5-minute sync. It is not an estimate.

What time is FiveM busiest?

The network peaks in the evening UTC and bottoms out in the European morning. The full hour-by-hour curve, averaged across complete days, is on this page — including the exact peak and quiet hours and how far apart they are.

When should I launch a FiveM server?

Whenever your own audience is awake — which is not the same as when the network peaks. Each country's servers have a distinct prime time, and the per-region table on this page gives the peak UTC hour for each of the biggest FiveM regions so you can line an opening night up with the right one.

Does ViceHub count players on private servers?

No. Only servers that list themselves on the public Cfx.re directory can be counted, by us or by anyone else.