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I would guess medium term, short term if there's a specific roadblock that happens to get a lot of attention. My understanding is that Unity's got certain things in a more sophisticated but less elegant form, where Godot seems to want to do everything 'correctly' even if it imposes performance penalties.

Making Godot, less 'klugey' but less performant.

The trouble with maximizing Unity the way professional devs do, is that you have to know which kluges to use and which to avoid. It's somewhat impractical and the end result still isn't that awesome: some of those games you mention are hitting a performance wall even though they're in Unity.

I don't think Godot is really on par with Unity in the 3d performant space in all respects, but I think that could change quickly, and what will happen is that it'll catch up over the medium term without going totally klugey. I'd give it a couple years to get there. Right now I think you'd have to design around what's not currently performant enough.



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