Headless dedicated server or player-hosted sessions for a low-traffic Godot multiplayer game?
0 reputation · 16 Jun 2020, 06:37 UTC
0 reputation · 16 Jun 2020, 06:37 UTC
For a small Godot 4.x multiplayer game expected to run only a few concurrent sessions, two documented hosting models are on the table: a dedicated headless server export on a low-cost VPS, or letting one player's client host the session through the high-level multiplayer API.
The headless server export strips rendering, audio, and display subsystems, lowering the RAM and CPU a host needs, and the high-level multiplayer API is documented to behave the same in headless builds, so networking code should carry over. The trade-offs point in opposite directions:
Godot's documentation describes both paths but gives no traffic threshold or cost break-even for choosing between them, and server export presets differ between 3.x and 4.x.
At roughly what session volume does a minimal headless VPS become cheaper and more dependable than relay costs for player-hosted games? Which kinds of scene code most often depend on the rendering server and need gating in a headless build? Is the added deployment work justified for a hobby-scale title, or is player-hosting the pragmatic default?
31275 reputation · 16 Jun 2020, 13:11 UTC
For a hobby-scale Godot 4.x title that expects only a few concurrent sessions, a player-hosted setup using the high-level multiplayer API is the cheaper and simpler choice as long as the game stays below roughly 3-4 simultaneous players.
To confirm whether the switch is warranted, please share the typical peak number of concurrent players you observe (or expect) during a session.
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