SA-MP Starter
€4.10 / month
- vCPU
- 2 cores
- RAM
- 4 GB
- Storage
- 60 GB NVMe SSD
- Processor
- AMD Ryzen 9 9950X3D
- Location
- Turkey
More features
- Traffic
- Unlimited
- Operating system
- Linux/Windows
ROLE-PLAYING · PC
SA-MP workload depends on Pawn gamemode logic, timers and callbacks, player data, streamer use, plugins, and database queries.
€4.10 / month
€5.35 / month
€7.13 / month
€9.81 / month
€17.84 / month
€23.19 / month
Frequent timers, large foreach loops, synchronous queries, and dense streamer areas can create limits independently of slots.
The first resource profile for a controlled launch and measurement baseline.
A middle profile to assess as community and content workload grows.
A higher resource profile to compare when measured CPU, RAM or storage needs increase.
Evaluate CPU, memory, and storage options against the expected game workload.
More players add callbacks, positions, vehicles, and persistent account operations; a city event is not an empty-map test.
Measure processor peaks and game-loop response during a busy session.
Track peak memory use together with growth headroom.
Measure storage behaviour across saves, logs, and backups.
Measure actual mod, plugin, and script workload separately from extension count.
Track world size, active regions, and persistent-data growth together.
Evaluate concurrent-player distribution, activity, and content workload together.
| Scenario | Resource effect | Check |
|---|---|---|
| Concurrent players | More players add callbacks, positions, vehicles, and persistent account operations; a city event is not an empty-map test. | Measure a busy session |
| Game activity | Frequent timers, large foreach loops, synchronous queries, and dense streamer areas can create limits independently of slots. | Repeat the peak scenario |
| World / save growth | Account, vehicle, property, and log tables expand, changing query plans and backup time; database care belongs in capacity planning. | Track save and restore duration |
Estimate starting capacity from your player and world goals.
Estimated CPU, memory, storage, and a suitable resource profile appear here.
Keep native plugins, includes, and gamemode builds compatible with the server binary; use logs and crash output after changes.
Mod compatibility can vary by game and server-software release.
Keep gamemode, filterscript and plugin order, RCON, player limit, network settings, and database connection in one deployment manifest.
After deployment, manage SA-MP processes, version changes, and settings that require restarts in controlled maintenance windows.
Back up SA-MP saves, configuration, and additional-content data as separate restore points before changes.
Limit file access to SA-MP configuration, logs, and managed content directories; stop the relevant process before replacing active files.
Prepare the gamemode, native plugins and database requirements alongside the player target. The same slot count can have different costs with different scripts, so use a representative busy session when comparing resources.
Frequent timers, loops or waiting database queries can create load while connection count remains steady. Identify the callback or operation involved rather than making the decision solely through the slot limit.
List server software, plugin, include and compiled gamemode versions together. Inspect startup and error logs in the new setup; copying files alone does not demonstrate compatibility.
Review slow queries, indexes and log retention first. If measurements still show a CPU, memory or storage need, choose that resource; a hardware decision does not replace query maintenance.
Document gamemode and filterscript order, plugin versions and required connection settings securely. Plan the access handover without placing RCON or database credentials in public files.
Contact support for ordering details and special requirements.