Shipping Godot VR and Porting to PSVR2: A Partial Post Mortem
ibobev
110 points
16 comments
July 29, 2026
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Discussion Highlights (3 comments)
a1o
> We did our best job here leaning heavily on the resource system. There's stuff I want to say about the result that's platform specific so I can't. We have a thing, it works, and it could be a lot better. Literally the only part I wanted to get more information about. I could use a lot more information on why POSIX is bad and exactly what it means on resource management being “aware” of unified memory. I mostly didn’t get.
Yokolos
Man, Godot sounds like a bit of a mess. I've been building a Freelancer-like game on it for a while now and performance has been a nightmare to the point where I've offloaded most of my code into pure C# and out of Godot. I even had to give up on Godot's Jolt physics. I'm constantly hitting the limits of what Godot can do. The renderer is pretty much the only thing stopping me from putting tons of ships in the same battle, but I'm also not experienced enough at game dev to know if what I want to do is actually doable with a better renderer or on something like Unreal. I do agree with her take though. Getting up and running in Godot was surprisingly, blindingly fast, so I don't regret picking it at all. I'm just not sure I'll be able to stick with it for an eventual release.
danbolt
Claire makes a good point about standards improving require people complaining about their faults. Those gripes affect the discourse!