Build release without exporting the game?

Godot Version

v4.4.1.stable.mono.official [49a5bc7b6]

Question

Is it possible to build and run the game, with “Release” compilation, without exporting the whole thing?

I am using C# and VSCode as my editor… and checking the speed of a release build periodically is important for me because I am writing some pretty intense “system like” code for building geometry (and which I may eventually translate into a C++ plugin) and it has a lot of debug-only checking run pretty frequently as my way of knowing whether my new method has corrupted anything. So once I see it work in Debug, I really need to have a quick look at Release to see how performant it is…

I am used to Visual Studio based builds, and generally there would be at least 4 build flavours: Debug, Profile, Release and ReleaseFinal (the latter having “slow” optimisations turned on…) Meaning it is pretty easy to just swap a config combo value and press build/run (whether imported assets are compatible between debug and release is a separate question, but generally speaking engines try to keep it so they are…)

I’ve searched online for Godot help, and the only place where I can select “Release” seems to be in the export system?

Possibly I am looking in the wrong place? Maybe I need to manually configure VSCode with an option for a release build and everything will behave happily with Godot when I launch that? I will try that as soon as I have posted this, but I wanted to ask the question in case any useful notes or gotchas come back.

Thanks,

ian