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Most people seem to agree gdscript should be faster for heavy engine work, but that’s not what I found.
No. I think the general consensus is that C# is faster.
From the devs: “According to some preliminary benchmarks, the performance of C# in Godot — while generally in the same order of magnitude — is roughly ~4× that of GDScript in some naive cases. C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads. C# is faster, but requires some expensive marshalling when talking to Godot.”
The cases where GDScript are faster consist of those where there’s a great deal of marshalling and unmarshalling, like with heavy engine calls and signaling. If you’re doing compute heavy work.
GDScript is still plenty fast, so use the one that’s most comfortable.
No. I think the general consensus is that C# is faster.
From the devs: “According to some preliminary benchmarks, the performance of C# in Godot — while generally in the same order of magnitude — is roughly ~4× that of GDScript in some naive cases. C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads. C# is faster, but requires some expensive marshalling when talking to Godot.”
The cases where GDScript are faster consist of those where there’s a great deal of marshalling and unmarshalling, like with heavy engine calls and signaling. If you’re doing compute heavy work.
GDScript is still plenty fast, so use the one that’s most comfortable.
“Heavy engine calls” sounds slightly off.
If you do a lot of processing work in code and then send it over to Godot in one “heavy” engine call, C# will be faster.
But if you do less work in code with MANY Godot calls, the translation cost can easily overshadow the performance advantage of C# itself.