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Of course. I use both the built in Godot profiler and perf.

Which led me to change many things in the implementation and I also ended up patching the Engine multiple times.

One example is this (which I have patched on my Godot version): https://github.com/godotengine/godot-proposals/issues/4050

I profile my game all the time, but sometimes it's not clear if there is a bottleneck or if there are just too many things at the same time.

Also the bottleneck can change in different parts of the game. Sometimes I have removed a bottleneck on the CPU just to find another in the GPU.



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