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.