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Optimizing CPU-side Rendering Code

Godot has been tightening CPU-side renderer code, and one Polygon2D case showed why that matters: a scene with only about 20 animated characters was spending 15.7 ms in Polygon2D::_notification() and churning vertex arrays every frame. The fix path highlights how engine-level rendering work can unlock real headroom for games and save CPU budget on constrained devices.

First reported 14 hours, 44 minutes ago godot graphics optimization cpu performance
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Optimizing CPU-side Rendering Code

14 hours, 44 minutes ago Read source