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?
#Reduce dedicated server build size significantly and performance improvement
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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?
Basically it's just little bit of overhead at Unity.Engine C++ side although not much but it will very nice to be able to strip all that out. My ideal case is able to build server with pure dots runtime + pure .NET for part that can't support burst + strip all unity engine C++ part out to get smallest runtime as possible. And also when dots runtime with CoreCLR is available, can I expect even smaller player runtime?
DOTS Runtme is now not a valid future option anymore. We may have some e good improvement in that sense using CoreCLR, but a pure .NET only runtime as we had for DOTSRuntime, is not going to be available anytime soon for Entities.
🤔 Why DOTS Runtme is now not a valid future option anymore? Is the because project tiny has been canceled and currently nobody working on it?
This a bigger answer, it is not just because of Tiny. For now it is on hold and not supported going to be supported by DOTS in any future 1.x release
🤔 That's quite long to go. I guess at least need to wait until dots to support .NET CoreCLR first?