Advertisement
1 source covering this story
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
Want to discuss what this means for developers?
Open discussion
All Sources
View article pageAdvertisement