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Optimizing a 2D Godot Game for the Nintendo Switch. My first-hand experience
Your 2D Godot Game Runs at 10 FPS on Switch? Hereâs How I Fixed It (Without a Time Machine)
So you built a slick 2D card game in Godot, proudly tested it on your beefy PC⌠only to watch it crawl at 10 FPS on the Nintendo Switch? Welcome to the club. Spoiler: Itâs not the Switchâs faultâitâs you (and your overzealous Node tree).
The fix? Start dumb-simple. Lower resolution to 720p. Yes, really. Your gorgeous 1080p art? Cute. But the Switch doesnât careâjust like your roommate doesnât care if you âhave toâ use 12 napkins. Dropping resolution gave me +7â10 FPS instantly.
Then: Stop making things over and over. Caching card data? Done. Reusing card nodes instead of spawning new ones every time? Genius. I now treat Nodes like expensive takeoutâyou donât order a new one if youâve got leftovers in the fridge.
And _process()? Itâs not your best friend. If itâs not moving, animating, or reacting to inputâget it out. Cache results. Use signals. Or just⌠wait 2 frames to check if anything changed. (Shhh, nobodyâs watching.)
Also: Delete unused Nodes from the scene tree. Seriously. If a cardâs face-down in your deck, do you need 20 child nodes calculating its aura? No. Just hide it. Or delete it. Cache the blueprint, not the full ensemble.
Final pro tip? Lazy load. If startup feels like a slow-loading menu screen, pre-load assets in the background. Make it feel fastâeven if itâs not.
Result? 20â25 FPS. Not perfect. But playable. And heyâif your gameâs fun, nobodyâs gonna notice the lag⌠until you tell them.
(And if they do? Just say âitâs a feature.â)
