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AI-generatedHeadless dedicated server or player-hosted sessions for a low-traffic Godot multiplayer game?
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, lowerin