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UID:pretalx-godotcon-ams-2026-TPMYXN@talks.godotengine.org
DTSTART;TZID=CET:20260424T084500
DTEND;TZID=CET:20260424T091500
DESCRIPTION:Mobile is the largest gaming platform in the world\, but many G
 odot projects still treat it as an afterthought. The result is great ideas
  that struggle to run where most players actually are. \n\nThis talk refra
 mes mobile as a first-class target\, not a late-stage port. We will explor
 e what truly sets mobile hardware apart\, from bandwidth limits to frame p
 acing\, and why assumptions carried over from desktop development often le
 ad to costly performance mistakes. \n\nThrough practical\, Godot-focused e
 xamples\, we will break down how frames are really built on mobile devices
 \, and how small decisions such as lighting setups\, post-processing effec
 ts\, and UI structure can quietly make or break performance. You will lear
 n how to move beyond guesswork by profiling on real hardware\, using in-ga
 me metrics alongside powerful free tools like Frame Advisor and Streamline
  to uncover what is actually happening under the hood. \n\nWe will also co
 ver how to scale across device tiers\, measure performance as features evo
 lve\, and focus optimisation efforts where they have the greatest impact. 
 \n\nWhether you are targeting mobile from day one or bringing an existing 
 project across\, this session will equip you with the mindset\, tools\, an
 d practical strategies to make your Godot games run smoothly where it matt
 ers most.
DTSTAMP:20260626T235443Z
LOCATION:Theatre 1
SUMMARY:From Desktop Dreams to Mobile Reality: Making Godot Games Perform -
  Ian Bolton\, Emily Jane Williamson
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/TPMYXN/
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