The most detailed map here, and the best test of a sharp pipeline.
6144 × 9216 px · 78 files · google styleFiveM minimap resolution, compression and why maps look soft
Two minimaps can be the same resolution, the same file size and the same format, and one of them looks crisp in game while the other looks like a photograph of a map. The difference is never one setting. This is the page for people who want to know what those settings are — whether they buy anything here or build their own.
What we would run on this kind of server
Three concrete recommendations rather than a shrug — with the reason attached.
Fine type over light ground — where softness shows first.
6144 × 9216 px · 78 files · with postal codesLarge flat areas, where compression banding shows first.
6144 × 9216 px · 78 files · without postal codesThe tile grid
GTA V streams the minimap as six tiles in a two-by-three grid. At 3072 pixels a tile that is 6144 by 9216 for the whole of San Andreas, which is what the maps here are rendered at. It is also the number to check on anything you download: a pack advertised as 8K that is upscaled to reach it will look worse than a native 6144-wide one.
Supersampling, and why upscaling is not the same thing
These maps are rendered at twice the final resolution and then reduced. Every edge — a coastline, a road stroke, a letter — is averaged from four times as many samples as it needs, which is why type stays clean and the coast does not stair-step. Upscaling does the opposite: it invents pixels from ones that were never there, and no amount of sharpening puts the detail back.
- 2x supersample, then a Lanczos reduction
- Type rendered as part of the map, not pasted on afterwards
- Road casing drawn at full resolution so it survives the reduction
Compression and mip chains
The textures are block compressed, which means every four-by-four group of pixels shares two colour endpoints. That is kind to flat colour and cruel to foliage, which is the technical reason drawn maps out-sharpen photographic ones at the same size.
A mip chain matters just as much and gets left out constantly. Without smaller pre-made versions of the texture, the GPU samples a 3072-pixel image into a small rotating circle with nothing to fall back on, and the radar shimmers and smears the moment the player moves. With one, it is smooth and costs about two megabytes a tile.
Page size, and the resource that will not boot
The engine allocates each texture dictionary in pages, and a badly built one can ask for a page many times larger than the data it holds — a mipped BC7 4096-pixel tile is the classic way to produce a 128 MB page out of 23 MB of texture. Servers that refuse to boot after a map install are usually hitting exactly this. Everything here is built and then checked against that limit before it ships.
Questions
What resolution is the FiveM minimap?
Why does my minimap shimmer when I drive?
Is a bigger file always a sharper map?
Why did my server stop booting after installing a map?
Not sure yet?
Open the live preview and look at any street on any theme before you spend a cent.