Godot Benchmarks

This page tracks Godot Engine performance running on a benchmark suite. Benchmarks are run on a daily basis to track performance improvements and regressions over time.

Graphs

Normalized (percentage of the average time). Lower is better on all graphs.

⚠️ There are known issues with graph sorting in Chromium-based browsers. Please use Firefox for now. ⚠️

Callables
Crypto
Random Number Generator
Signals
GDscript allocations
GDscript arrays
GDscript String Checksums
GDscript String Format
GDscript String Manipulations
Rigid Body 3D
Culling
Hlod
Rendering labels
Lights and Meshes
Polygon Sprite 2d

Latest benchmark runs


Benchmarking machine

To allow for direct GPU access and avoid performance fluctuations due to the use of a shared host, benchmarks are run on a dedicated server with the following hardware:

CPUIntel Core i5-12400
RAM16 GB (2×8 GB DDR4-3000 CL16)
SSDSamsung 980 500 GB (M.2)
GPU 1 (integrated)🔵 Intel UHD Graphics 730
GPU 2 (dedicated)🔴 AMD Radeon RX 550
GPU 3 (dedicated)🟢 NVIDIA GeForce GT 1030
Operating systemFedora 40 x86_64

All core and memory clocks are kept at stock frequencies. When running benchmarks (except for compiling the engine), The CPU governor is set to performance to improve result consistency. The OS is kept in a default configuration as closely as posible. The machine is not running any other tasks in parallel – this page is served from GitHub Pages.

Benchmarks that make use of the GPU are run 3 times (once on each GPU with a release build). Benchmarks that don't make use of the GPU are run twice (once with a debug build, once with a release build).