Godot follows a balanced performance philosophy. In the performance world, there are always trade-offs, which consist of trading speed for usability and flexibility. Some practical examples of this are:

  • Rendering objects efficiently in high amounts is easy, but when a large scene must be rendered, it can become inefficient. To solve this, visibility computation must be added to the rendering, which makes rendering less efficient, but, at the same time, fewer objects are rendered, so efficiency overall improves.
  • Configuring the properties of every material for every object that needs to be rendered is also slow. To solve this, objects are sorted by material to reduce the costs, but at the same time sorting has a cost.
  • In 3D physics a similar situation happens. The best algorithms to handle large amounts of physics objects (such as SAP) are slow at insertion/removal of objects and ray-casting. Algorithms that allow faster insertion and removal, as well as ray-casting, will not be able to handle as many active objects.

And there are many more examples of this! Game engines strive to be general purpose in nature, so balanced algorithms are always favored over algorithms that might be fast in some situations and slow in others or algorithms that are fast but make usability more difficult.

Godot is not an exception and, while it is designed to have backends swappable for different algorithms, the default ones prioritize balance and flexibility over performance.

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