Navigate
Original research
Right now, 130,168 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, 2026-07-21 12:50 UTC — it is a count, not an estimate, and it will be different by the time you finish reading this sentence.
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 2.7×. Anyone quoting a single “FiveM has X players” figure is quoting the hour they happened to look.
Average concurrent players by UTC hour of day · 2026-07-15 to 2026-07-20 · 6 complete UTC days
FiveM’s population peaks at 19:00 UTC (198,901 players on an average day) and bottoms out at 09:00 UTC (88,768). The whole network is therefore roughly 2.2× 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.
The same curve as a table, so it can be quoted, checked and pasted
| Hour (UTC) | Average players | Best observed | Share of peak hour |
|---|---|---|---|
| 00:00 | 172,162 | 180,720 | 87% |
| 01:00 | 161,148 | 170,497 | 81% |
| 02:00 | 147,752 | 157,203 | 74% |
| 03:00 | 131,911 | 144,057 | 66% |
| 04:00 | 117,094 | 130,402 | 59% |
| 05:00 | 103,690 | 122,149 | 52% |
| 06:00 | 95,717 | 111,907 | 48% |
| 07:00 | 90,654 | 105,723 | 46% |
| 08:00 | 88,919 | 101,301 | 45% |
| 09:00 | 88,768 | 101,813 | 45% |
| 10:00 | 90,588 | 103,807 | 46% |
| 11:00 | 94,897 | 114,123 | 48% |
| 12:00 | 118,270 | 140,773 | 59% |
| 13:00 | 142,030 | 165,627 | 71% |
| 14:00 | 159,200 | 181,204 | 80% |
| 15:00 | 170,890 | 191,507 | 86% |
| 16:00 | 179,594 | 199,129 | 90% |
| 17:00 | 186,255 | 206,799 | 94% |
| 18:00 | 194,572 | 206,613 | 98% |
| 19:00 | 198,901 | 210,987 | 100% |
| 20:00 | 198,198 | 210,748 | 100% |
| 21:00 | 194,210 | 206,394 | 98% |
| 22:00 | 188,131 | 199,618 | 95% |
| 23:00 | 181,067 | 190,293 | 91% |
“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.
The UTC hour at which each region's servers are collectively busiest
| Region | Prime time (UTC) | Players at peak | Daily average |
|---|---|---|---|
| 00:00 | 45,592 | 23,800 | |
| 01:00 | 29,165 | 17,341 | |
| 15:00 | 31,407 | 14,674 | |
| 23:00 | 17,171 | 13,804 | |
| 20:00 | 21,849 | 10,042 | |
| 19:00 | 14,167 | 5,809 | |
| 20:00 | 9,359 | 4,388 | |
| 16:00 | 8,194 | 3,430 | |
| 20:00 | 6,167 | 3,068 | |
| 22:00 | 4,936 | 2,973 | |
| 20:00 | 4,871 | 2,655 | |
| 19:00 | 4,040 | 2,241 | |
| 21:00 | 4,163 | 1,995 | |
| 13:00 | 2,949 | 1,669 |
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.
Mean concurrent players per complete UTC day, from the permanent daily rollup
Be careful with this chart, and so are we. It currently covers 13 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.
One day is deliberately missing. 2026-07-11 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.
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). 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.
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.
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.
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.
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.
No. Only servers that list themselves on the public Cfx.re directory can be counted, by us or by anyone else.