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UID:pretalx-godotcon-boston-2026-TDJU8V@talks.godotengine.org
DTSTART;TZID=EST:20260722T090000
DTEND;TZID=EST:20260722T095000
DESCRIPTION:Low-spec targets like mobile and standalone VR leave little roo
 m for waste. This session covers two things: the engine-level optimization
 s W4 Games contributed upstream that make all Godot games faster\, and the
  techniques developers can apply in their own projects without modifying G
 odot's source. Much of this work was originally funded by commercial engag
 ements and is now upstream for everyone.
DTSTAMP:20260708T080734Z
LOCATION:Talks Room 2
SUMMARY:Where Every Millisecond Counts: Optimizing Godot for Low-Spec Devic
 es - Clay John\, Pablo Selener\, David Snopek
URL:https://talks.godotengine.org/godotcon-boston-2026/talk/TDJU8V/
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UID:pretalx-godotcon-boston-2026-HSBK39@talks.godotengine.org
DTSTART;TZID=EST:20260722T101500
DTEND;TZID=EST:20260722T110500
DESCRIPTION:I will provide an update on what major changes have happened wi
 thin the renderer over the last two years with a focus on technical hurdle
 s that we have overcome and the major limitations that we are now seeing. 
 \n\nI will also provide a brief look at the future of Godot's renderer inc
 luding what to expect in terms of new high end features and the long term 
 vision for the renderer.
DTSTAMP:20260708T080734Z
LOCATION:Talks Room 1
SUMMARY:Godot Rendering Team Update - Clay John
URL:https://talks.godotengine.org/godotcon-boston-2026/talk/HSBK39/
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