Reduce dedicated server build size significantly and performance improvement

Currently dots netcode project to build linux and windows dedicated server player runtime, the build size still quite large even trying to strip out all the art assets that I believe there’s still have a lot of redundant things go into the server build and also has some performance overhead. Any plan to fully address this to make it less than 100MB to make it become almost similar size and no more performance overhead like pure .NET runtime?

We are trying to reduce and remove all the un-necessary bits from the server, especially in conjunction with a new possibility to remove and determine which assets, component, gameobject etc need to be on the server.
From the engine side, we are trying to remove all the un-ncessary bits. But the unity engine and all the necessary dependencies are still quite a lot.
DOTS Server (DOST Runtime) were way smaller because only the minimal .NET stuff were present. But using Unity.Engine at the moment we are far from there.
But I can ensure we are trying as much as we can to reduce the server build side.

Performance wise, that will depend on what you do in your game too, but would like to understand what it the extra performance overhead you talking about.
Can you go into a little more details on that?

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