Question
Limits of headless server build size reduction in Godot 4.x
Sora Lane
0 reputation · 21 Aug 2025, 11:24 UTC
144.9K views0
Goal: produce the smallest possible dedicated server binary for a low‑traffic multiplayer game while retaining core gameplay logic and deterministic physics.
Constraints: stripping debug symbols reduces download size but removes runtime diagnostics; disabling modules via a custom build script can further cut footprint but risks omitting needed subsystems; headless mode still initializes scene tree and scripting, so idle CPU usage may not drop proportionally to binary size.
- What is the maximum safe reduction in binary size achievable by combining strip_debug, headless export, and selective module disabling without breaking deterministic physics or essential game logic?
- What is the idle CPU overhead when the server runs headless with all non‑essential modules disabled, and does it vary with the number of connected clients?