GodotCon Boston 2026 is next week, and W4 Games will be there. If you’re shipping Godot games, building XR, or evaluating Godot for your next project, this one’s worth your time.
The Talk
Three W4 speakers are taking the stage together: David Snopek, Godot maintainer on the XR team; Clay John, lead rendering maintainer for Godot; and Pablo Selener, COO.
Where Every Millisecond Counts: Optimizing Godot for Low-Spec Devices
Wednesday, July 22, 9:00 AM (full schedule)
Low-spec targets like mobile and standalone VR leave little room for waste. The session covers two things: the engine-level optimizations W4 Games contributed upstream that make all Godot games faster, and the techniques developers can apply in their own projects without modifying Godot’s source. Expect the inside story of two years of rendering work for Meta and Google, including how Vulkan frame rates doubled on the Quest 3, and content optimizations you can use today. Everything covered ships in Godot 4.7 or earlier.
Why It Matters
The majority of the work W4 Games does for large clients ends up upstream in Godot itself, or as public GDExtensions anyone can use. This talk is exactly that: client-funded engineering that the whole community gets for free. Full source included.
Come Find Us
The talk is Wednesday morning, but the W4 team will be on-site all week. To talk engine support, console middleware, professional services, or XR, book a meeting through the contact form or find W4 Games on MeetToMatch. Or just grab us in the hallway.
See you at GodotCon Boston!