Godot Version
v4.4.1.stable.official [49a5bc7b6]
Question
I’ve been tasked to create a small minigame, can’t say much since it’s under NDA, but it’s REALLY important for this game to stay relatively small, as we expect people to have weak internet while accessing it.
Now, my issue is the fact that I’m not entirely sure how to decrease the size of my game even further. Right now, my source code and all the assets are at exactly 67.6 MB
, but when I export the game for web, it suddenly becomes 293 MB
! That’s a MASSIVE increase! I don’t even understand how that happens, and it’s basically unacceptable for my use case. Is there a way to decrease this final size? I already exported with Compress Binary Tokens
, that’s how I got the 293 MB
I have right now.
Godot’s runtime is fairly large for web you can work on reducing that (This post on Minifying Godot is great), but your assets may be larger than you think. Are you checking the size of the .godot/imported
folder or just your assets/source? The former is much more accurate to what is exported, as Godot takes in compressed assets such as PNG and re-compresses them, usually not to save disk space but in a format that speeds up loading. You could change the import settings for some high-usage assets or reduce their size manually.
All my audio files are .ogg
and I use only .webp
for graphics assets, and the entire assets folder (outside the Godot folder too) is only around 60 MB
, that’s why I’m really confused.
I’ll check out the link though, thank you!
That’s why I think you should check the .godot/imported
folder, .ogg
and .webp
are good compressed files but Godot is probably de-compressing them for the import (thus export too), especially audio can get big fast.
I’m not sure I follow with that, if that was actually the case then what’s the point of formats like webp and ogg if they just inflate to 3 times their size? Then the only good thing about them is suddenly useless.