GodotCon Boston 2026

Where Every Millisecond Counts: Optimizing Godot for Low-Spec Devices
2026-07-22 , Deborah Sampson

Low-spec targets like mobile and standalone VR leave little room for waste. This session covers two things: the engine-level optimizations W4 Games contributed upstream that make all Godot games faster, and the techniques developers can apply in their own projects without modifying Godot's source. Much of this work was originally funded by commercial engagements and is now upstream for everyone.


Target Audience:

Intermediate experience making 3D games in Godot. Some knowledge of XR devices/development a plus, but not necessary

Promotional Links:

https://www.w4games.com/

Clay is a Technical Director at W4 games where he helps provide best-in-class console ports for Godot and support services for projects in the Godot ecosystem. He has been contributing to Godot since the early days of Godot 3. He is also a board member for the Godot Foundation.

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Pablo is COO of W4 Games, with over 30 years in computer graphics spanning games, animation, and automotive. He started his career as a 3D artist and moved into leadership and management roles across the industry before joining W4.

David leads the Professional Services team at W4 Games, and is a Godot maintainer on the XR and GDExtension teams. In his free time, he likes to make his own silly little games in Godot.

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