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MeteorMarc • today at 10:11 AM • 3 replies • view on HN

So, what profiling support is available to find the critical parts of your GDscript or C# code. Before needlessly jumping into c++ hassle for performance reasons? Tfa addresses functional reasons, which is ok.


Replies

Fraterkes • today at 10:44 AM

For C# there’s basically nothing in engine, so you’d use Rider or Superluminal. Which is fine, Godot can have a bit too much nih imo

pjmlp • today at 11:22 AM

I don't follow it that much, but I think there are no plans to improve GDscript performance other than maybe the interpreter itself, nothing with JIT or AOT in mind.

Also .NET integration has the issue it doesn't work in all target platforms, that is why Capcom and Unity have their own compilers to native code. Even when Unity finally adopts modern .NET, Native AOT naturally doesn't cover game consoles.

irskep • today at 5:01 PM

Coming from Instruments (Apple) and Chrome Dev Tools, I found the Godot profiler to be hilariously hard to get useful results out of because of its simplistic presentation of information that you can't drill down into.