From 77f3eb6b68a44e4a688484530ad74dd5a7ba9acf Mon Sep 17 00:00:00 2001 From: tetrapod00 <145553014+tetrapod00@users.noreply.github.com> Date: Mon, 18 Nov 2024 16:52:03 -0800 Subject: [PATCH] Remove performance comparison from C# Basics --- tutorials/scripting/c_sharp/c_sharp_basics.rst | 6 ------ 1 file changed, 6 deletions(-) diff --git a/tutorials/scripting/c_sharp/c_sharp_basics.rst b/tutorials/scripting/c_sharp/c_sharp_basics.rst index 224ec48a393..54047a6ff20 100644 --- a/tutorials/scripting/c_sharp/c_sharp_basics.rst +++ b/tutorials/scripting/c_sharp/c_sharp_basics.rst @@ -357,12 +357,6 @@ You can read more about this error on the `C# language reference <https://learn. Performance of C# in Godot -------------------------- -According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_, -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. - Most properties of Godot C# objects that are based on ``GodotObject`` (e.g. any ``Node`` like ``Control`` or ``Node3D`` like ``Camera3D``) require native (interop) calls as they talk to Godot's C++ core.