Performance

Introduction

Godot follows a balanced performance philosophy. In the performance world,there are always tradeoffs, which consist of trading speed for usabilityand flexibility. Some practical examples of this are:

  • Rendering large amounts of objects efficiently is easy, but when alarge scene must be rendered, it can become inefficient. To solve this,visibility computation must be added to the rendering. This makes renderingless efficient, but at the same time, fewer objects are rendered. Therefore,the overall rendering efficiency is improved.

  • Configuring the properties of every material for every object thatneeds to be rendered is also slow. To solve this, objects are sorted bymaterial to reduce the costs. At the same time, sorting has a cost.

  • In 3D physics, a similar situation happens. The best algorithms tohandle large amounts of physics objects (such as SAP) are slow atinsertion/removal of objects and raycasting. Algorithms that allow fasterinsertion and removal, as well as raycasting, will not be able to handle asmany active objects.

And there are many more examples of this! Game engines strive to begeneral-purpose in nature. Balanced algorithms are always favored overalgorithms that might be fast in some situations and slow in others, oralgorithms that are fast but are more difficult to use.

Godot is not an exception to this. While it is designed to have backendsswappable for different algorithms, the default backends prioritize balance andflexibility over performance.

With this clear, the aim of this tutorial section is to explain how to get themaximum performance out of Godot. While the tutorials can be read in any order,it is a good idea to start fromGeneral optimization tips.

Common

CPU

GPU

3D

Threads