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For C# there’s basically nothing in engine, so you’d use Rider or Superluminal. Which is fine, Godot can have a bit too much nih imo
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I don't follow it that much, but I think there are no plans to improve GDscript performance other than maybe the interpreter itself, nothing with JIT or AOT in mind.

Also .NET integration has the issue it doesn't work in all target platforms, that is why Capcom and Unity have their own compilers to native code. Even when Unity finally adopts modern .NET, Native AOT naturally doesn't cover game consoles.

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It's too bad .NET AOT wouldn't support consoles. They use x86 and ARM processors that it already supports.
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It's not up to .NET AOT, it's up to Xbox and Sony.

.NET can generate the code, but your game won't pass certification if it runs machine code generated by something other than the officially provided C/C++ tool chain.

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I know. That's why it's too bad! It would probably (almost) just work if only it used the console's toolchain, which requires signing NDAs to even look at.
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Devil May Cry on PlayStation 5 uses .NET, as do many other games from Capcom.

They have their own in-house fork of modern .NET, integrated into RE:Engine.

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There is more to it than just a CPU ISA.
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Coming from Instruments (Apple) and Chrome Dev Tools, I found the Godot profiler to be hilariously hard to get useful results out of because of its simplistic presentation of information that you can't drill down into.
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