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Short answer: RAGE:MP’s official documentation does not specify a minimum or recommended CPU, RAM amount, processor model, or player-to-memory formula. Its maxplayers value of 100 is a configuration default, not proof that a machine can support 100 players. Before buying hardware or a hosting plan, check whether the platform is still operating for your intended use: the RAGE:MP team announced on May 25, 2026 that public toolkit access had ended, new community servers would not be accepted, and remaining servers were expected to cease by August 31, 2026. That date has passed, so treat availability as something to verify rather than assuming a new deployment is supported.
This guide separates documented requirements from unknowns, explains the historical self-hosting and rented-server choices, shows the network settings that matter, and gives a safe decision process for a project that may need to migrate to FiveM.
Check RAGE:MP’s status before spending money
The platform’s lifecycle is now more important than any hardware shopping list. In an announcement posted by administrator ragempdev on May 25, 2026, the RAGE:MP team said it had discontinued public toolkit access, would stop accepting new community servers, and planned to close the public listing by June 1, 2026. The same announcement stated: “All remaining community servers are expected to cease operations by August 31, 2026.” Read the official announcement for the exact wording and context.
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August 31, 2026 is in the past. The announcement establishes the team’s intended timeline, but it does not by itself prove whether every server stopped on that date or whether any exceptional service remains reachable. Confirm the current status of the specific server, launcher, toolkit, and community you need before committing to a machine, a long hosting contract, or custom development. The team directed operators toward migration to FiveM; that is a migration category, not a recommendation of any particular hosting company.
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What this means for a new server
- Do not treat a new RAGE:MP purchase as a normal, forward-looking hosting project until you have verified that the software and community service you need are still available.
- A short-lived test on hardware you already own has a different risk from paying for a year of capacity or building a production service.
- If continuity matters, document your scripts, database, assets, player data, and operational requirements so they can be evaluated for a FiveM migration.
What the official requirements actually specify
The RAGE:MP server setup guide covers installation and operation on Windows and Linux, but it does not publish a CPU minimum, CPU recommendation, core count, clock speed, RAM minimum, RAM recommendation, or formula connecting memory to player count. That absence is the most accurate answer to “How much RAM does a RAGE:MP server need?” and “What CPU do I need?” There is no official number to quote.
The server-settings documentation includes a RAM cache setting for client packages, but it does not convert that cache into a system-memory requirement. A cache parameter controls one part of server behavior; it is not a sizing rule for the operating system, runtime, scripts, database, network buffers, or monitoring tools.
Operating-system information
The setup guide documents both Windows and Linux. For Linux newcomers, it names Debian 10 or later, Ubuntu 18.10 or later, and glibc 2.28 support. Those are versions printed on the wiki page, not a promise that those releases remain supported after the announced wind-down. Confirm compatibility with the exact server build and current community documentation before installing an older distribution solely because it appears on the page.
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Network and firewall information
The documented default is UDP port 22005 for server access and the next port, 22006, for HTTP-hosted client packages. The setup guide tells operators to forward the ports on their router and open them in the host firewall. The settings page clarifies that the configured server port uses both TCP and UDP, while the next port serves HTTP client packages.
These numbers apply only when you leave the default port in conf.json. If you change the server port, calculate the package port from that configured value and apply the corresponding protocol rules. A firewall rule for 22005 does nothing if the server is actually configured for another port.
Configuration defaults are not hardware benchmarks
The settings reference lists maxplayers as 100 by default and sync-rate as 40 milliseconds by default. Both values describe how the software is configured, not what a particular CPU, memory size, disk, or internet connection can sustain. They should never be presented as a tested capacity guarantee.
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| Setting or item | Documented value or behavior | What it does not prove |
|---|---|---|
maxplayers |
100 by default | That any machine can maintain 100 simultaneous players |
sync-rate |
40 milliseconds by default | A guaranteed tick performance or latency under load |
| Server access port | 22005 UDP by default; configured server port uses TCP and UDP | That your network, router, or firewall is already reachable |
| HTTP client-package port | The next port after the configured server port; 22006 when the default is used | That package downloads will work without an HTTP service and firewall rule |
| CPU and RAM sizing | Not stated in the official setup/settings pages | Any universal minimum, recommendation, or player-to-memory formula |
How to size a machine without inventing a specification
Because the official sources contain no benchmark, a responsible sizing exercise starts with the workload you intend to run rather than a number copied from a hosting advertisement. The variables that can change resource use include concurrent players, script complexity, entity and vehicle counts, database activity, map or asset streaming, logging, voice or web integrations, restart policy, and whether other services share the machine.
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Define the workload
- Record a target concurrent-player range and a peak, rather than using the 100-player default as a target.
- List every resource that runs beside the game server: databases, control panels, web servers, bots, backups, telemetry, and operating-system services.
- Identify scripts that run frequently, perform database queries, spawn entities, or process player events. These often matter more than a simple idle-process memory reading.
- Specify the network path your players will use, including home router forwarding, a datacenter firewall, and any carrier-grade NAT that could prevent inbound connections.
Measure in a disposable test
If the software and toolkit are still legitimately available for your use, begin with hardware you already control and test one variable at a time. Start the server with the intended scripts, connect representative clients, and increase concurrency in stages. Record CPU utilization per core, resident memory, swap activity, disk latency, network throughput, tick or synchronization delays, and crashes. Repeat the test during the busiest scripted events, not only in an empty spawn area.
Leave headroom for the operating system and short bursts. A machine that appears comfortable while idle can fail when a map loads, a database query stalls, or several players trigger the same event. Publish your own measurements with the player count, scripts, operating-system version, server build, and test duration if you need a defensible capacity claim. Without those details, a statement such as “8 GB supports 100 players” is not evidence-based.
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Can you host a RAGE:MP server on your PC?
Historically, yes: the official guide describes running a server on a Windows or Linux computer, provided the machine is reachable and configured correctly. Whether that is sensible depends on your connection, power reliability, security practices, and the status of the platform today.
Self-hosting checklist
- Inbound reachability: You need a public route to the configured server and package ports. Carrier-grade NAT, a double-router setup, or an ISP policy can block forwarding.
- Firewall isolation: Open only the required protocols and ports, keep the operating system patched, and avoid exposing administration interfaces to the public internet.
- Availability: A home PC that sleeps, reboots for updates, loses power, or shares a congested upload link will interrupt every player.
- Resource separation: Running a desktop, game client, database, and server on one machine makes troubleshooting and capacity measurement harder.
- Backups and recovery: Keep copies of configuration, scripts, databases, and logs on a separate device before changing ports or upgrading files.
Self-hosting versus renting a server
The historical choice was between operating your own Windows or Linux machine and renting a server from a hosting provider. The official documentation supports both operating-system families but does not compare provider prices, latency, uptime, CPU models, storage, or performance. Those are decision factors you must verify for the specific workload and location.
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|---|---|---|
| Administrative control | Direct control of hardware, operating system, files, and network equipment | Control depends on the plan and provider’s virtualization or management layer |
| Network setup | You must configure router forwarding, firewall rules, and possibly a changing residential IP | The provider normally supplies a datacenter network interface, but you still configure the host firewall and application ports |
| Operating-system familiarity | You install and maintain Windows or Linux yourself | You may receive a ready image, but patching, hardening, and server administration remain your responsibility unless managed support is included |
| Ongoing cost | Uses existing equipment but incurs electricity, internet, replacement, and maintenance costs | Requires recurring rental charges; the official RAGE:MP sources provide no price or value ranking |
| Availability | Depends on your power, broadband, and home equipment | Depends on the provider’s infrastructure and the contract’s service terms |
Under the current status uncertainty, avoid signing a long contract solely for RAGE:MP. If you already rent a general-purpose server, verify cancellation terms and whether it can be repurposed for another project. If you are migrating, evaluate a FiveM-compatible environment against your scripts and operational needs rather than assuming a direct, automatic conversion.
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Documented setup sequence when an authorized deployment is available
Use the current files and instructions linked from the official setup guide. The following sequence highlights the decisions that affect requirements without inventing commands or unsupported hardware figures.
- Verify availability and licensing first. Confirm that the server build, toolkit, and community service you intend to use are still authorized and reachable.
- Choose Windows or Linux. On Linux, compare the guide’s Debian/Ubuntu and glibc notes with the exact build’s compatibility before installation.
- Prepare a dedicated account. Do not run a public service as an unrestricted administrator or root account unless a documented, unavoidable step requires it.
- Install the server files and inspect
conf.json. Record the configured server port, package port behavior, player limit, synchronization rate, resources, and any database endpoints. - Apply network rules. Forward the configured port on the router when necessary and open the matching TCP/UDP and HTTP rules in the host or provider firewall.
- Start with a controlled test. Check logs, package downloads, client connection, script errors, CPU, memory, disk, and network use before inviting players.
- Automate only after validation. The Linux guide includes a systemd example; change the sample service user instead of leaving its root user, then test restart and shutdown behavior.
- Back up and monitor. Keep configuration and data backups, define a rollback plan, and record resource measurements during realistic activity.
Port and connection troubleshooting
The server appears offline
- Read
conf.jsonand confirm the actual configured port instead of assuming 22005. - Check that both TCP and UDP are allowed for the configured server port, as described by the settings documentation.
- For client packages, verify that the next port is serving HTTP and is open through the host firewall, provider firewall, and router.
- Test from a network outside your home or office. A local connection can succeed even when public forwarding is broken.
- Check for carrier-grade NAT, double NAT, an incorrect public address, or an ISP block on inbound traffic.
Players connect but downloads fail
Separate the game-access rule from the package-delivery rule. Confirm that the HTTP service is running on the next port, that the files are readable, and that the firewall permits the protocol. Changing only the game port without updating the package-port rule creates a predictable mismatch.
The process crashes or slows under load
Do not respond by automatically buying more RAM. Capture per-core CPU use, resident memory, swap, disk latency, script and database errors, and synchronization delays during the event that triggers the failure. A single busy script, blocked database call, or network problem can be the bottleneck even when total RAM is available. Compare results after disabling one resource at a time, and keep a tested rollback copy.
What to buy now
There is no defensible RAGE:MP-specific CPU or RAM shopping list in the official documentation, and the announced shutdown timeline makes a new platform-only purchase difficult to justify. Do not buy a server computer, memory upgrade, storage device, or router on the assumption that a particular specification guarantees a player count.
If you already own suitable hardware, a brief, authorized experiment can establish your own measurements. If you need a continuing multiplayer project, first inventory what must be preserved and investigate the migration path the RAGE:MP team identified: FiveM. Compare scripting languages, networking behavior, asset formats, moderation tools, data migration effort, and hosting terms before choosing a replacement. Confirm current availability and support directly with the platform you select.
Practical decision framework
- Status: Verify that the RAGE:MP service and tools you require still operate after the announced August 31, 2026 date.
- Purpose: Decide whether you need a temporary test, an existing community server, or a long-term public project.
- Evidence: Use documented setup facts for operating systems and ports; use your own controlled measurements for CPU, RAM, and player capacity.
- Network: Confirm public reachability, firewall protocols, package delivery, and router behavior before troubleshooting hardware.
- Cost and risk: Prefer existing equipment or short commitments while status is uncertain; avoid treating an unverified hosting plan as a performance guarantee.
- Migration: If continuity is essential, assess a FiveM-compatible plan and preserve your data and scripts before the current environment becomes unavailable.
The Bottom Line
RAGE:MP’s official pages do not define minimum CPU or RAM requirements. They document Windows/Linux setup, default ports, and configuration values, while the team’s announced August 31, 2026 end date has already passed. Verify that anything remains operational, measure your own workload if an authorized test is possible, and avoid a new platform-specific purchase unless you have a clear, short-term reason and a migration plan.
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