TxdStore Pool Full
Quick answer
TxdStore Pool Full, Size == 95500You have too many texture dictionaries loaded server-wide — clothes, vehicles, MLOs, peds, all together. The number in the message is the pool's current capacity, not an error code, and it varies between servers.
Difficulty: Intermediate · Affects: both · Message format CONFIRMED from FiveM PoolManagement.cpp
INFO
Search: TxdStore, Pool Full, 95500, 105500, 85500, too many ytd, texture dictionary.
Last verified 31 August 2026 · Cfx increase_pool_size · docs.gta.clothing.
Count, not size
This crash is about how many dictionaries exist, not how large they are.
| Situation | Symptom |
|---|---|
| Hundreds or thousands of YTDs | TxdStore Pool Full |
| A few enormous 4K YTDs | Frame drops and hitching, usually not this crash |
Downscaling every texture to 512 addresses the second row and does nothing for the first. If you want to fix this crash, you have to remove dictionaries or merge them.
Who fills the pool
| Source | Notes |
|---|---|
| Maps / MLO | ymap textures. Usually the largest group — disable first |
| Vehicles | Often second largest on a city server |
| Clothing | One YTD per item is slot-heavy even when each file is small |
| Other | Peds, tattoos, overlays, weapons, props |
Tattoos deserve a mention: they are YTD-based, and toolchains typically generate one dictionary per tattoo. A large tattoo pack can be a surprisingly big consumer.
How to check
- Copy the exact log line. If it says
TxdStore Pool Full, this page applies regardless of the integer. - Open the Pool Monitor: F8 → Tools → Streaming → Pool Monitor, then read
TxdStore. These are LEGACY F8 tools; on Enhanced usesv_devMode true, sincemoo 31337was removed. - Disable maps, then vehicles, then clothing — in large groups, not one resource at a time. Watch which group moves the number.
- Count clothing
*.ytdfiles and compare against vehicle and MLO dictionaries. Clothing is frequently not the biggest group.
Fix, in this order
- Remove unused streamed YTDs — duplicate vehicles, unused clothing variations, empty dictionaries.
- Merge textures into fewer dictionaries where the pack format allows it. Open files or vendor-supported pipelines only.
- Stop generating one dictionary per tiny decal if your toolchain does that unnecessarily.
- Only then, raise the pool:
increase_pool_size "TxdStore" 6000That value is the Cfx documentation's example, not a recommendation. The documented maximum increase is 26000. If the server rejects the value, it logs a warning and ignores the line. Pool changes must sit at the top of server.cfg, before resources start, and clients must restart the game to join — the same behaviour as sv_enforceGameBuild.
- Re-test both genders and a busy area.
What not to do
WARNING
Jumping straight to the maximum
Oversized pools have crashed other pool types on Cfx servers. Raise it modestly, and only after reducing the count.
WARNING
Blaming the pack you installed last
If the pool was already at 99%, the newest resource is the one that crossed the line, not the one that filled it.
WARNING
Clearing cache
Cache is not a dictionary slot. It changes nothing here.
