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@lawnjelly lawnjelly commented Jun 24, 2025

Created a quick draft as it is possible we may be in a position to build 3.7 alpha 1 this week.
(Not sure whether it should be called 3.7 alpha 1 or dev 1, it seems we have been using alpha / beta in 3.6 previously).

As there are quite a few more commits here than 3.6.1, I've curated the list quite a bit, and removed the section titles to make a more compact list (as in the latest 4.x blog posts).

I've also moved the downloads section to near the top, as it is probably what most people want to go for.

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@lawnjelly lawnjelly force-pushed the blog_37_dev1 branch 3 times, most recently from 70347b5 to a1daec6 Compare June 26, 2025 08:08

While most of you will be making games with constant audio, those making applications (as well as users of the Editor itself) can now benefit from experimental "mutable audio" via hotswapping the audio driver ([GH-63458](https://github.com/godotengine/godot/pull/63458)). This can dramatically reduce CPU usage. Audio is surprisingly one of the biggest CPU hogs in the Editor, despite it rarely playing any sounds!

This is good news especially for those of you using low power PCs, or developing on battery devices (mobile / tablet / laptop). CPU use in the Editor (in conjunction with "vital updates only" mode) is now approximately 50x less than Godot 4.
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@JohnVeness JohnVeness Jun 26, 2025

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Do you really mean "50x less", as in CPU use in Godot 3.7 editor is about 2% of that of Godot 4? Or did you mean "50% less"?

And is the comparison meant to be with Godot 4, or with Godot 3.6(.1)? Seems a bit odd to compare with a higher numbered version.

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@lawnjelly lawnjelly Jun 26, 2025

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Yeah, it's 2 percent of Godot 4.5 (it depends on the content, but that's ballpark on my machine). I hesitated to use percentage, because that can be misread as absolute CPU percentage.

I can compare it to 3.6 too.

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Wow, impressive! It seems like something should be forward-ported to 4.5 to improve that.

I think it would be better to compare with 3.6. People move up in the 3.x series, not down from 4.x to 3.x, I imagine.

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@lawnjelly lawnjelly Jun 26, 2025

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I've removed the figures for now as I don't have time to do testing until Sunday (it's approx 10-50% of CPU use in 3.6.1, depending on project, tabs open, platform & hardware).

There's still more to do on this I included some profiles in 3.x rocket chat, we should be able to get it down to near zero (unless typing, doing a disk scan for changes etc).

3.x has a "vital updates only" mode which prevents screen updates in scenes with animation etc, and turns off the flashing cursor (which causes updates). This is a major factor, but there had to be demand for it in 4.x to be ported, when discussed (this was several years ago in a meeting).

This means any scene open with moving elements, 3.x can use a lot less CPU.

@Calinou Calinou added the topic:blog New blogposts and corrections label Jun 28, 2025
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Looks good to me.

Comment on lines +42 to +44
While most of you will be making games with constant audio, those making applications (as well as users of the Editor itself) can now benefit from experimental "mutable audio" via hotswapping the audio driver ([GH-63458](https://github.com/godotengine/godot/pull/63458)). This can dramatically reduce CPU usage. Audio is surprisingly one of the biggest CPU hogs in the Editor, despite it rarely playing any sounds!

This is good news especially for those of you using low power PCs, or developing on battery devices (mobile / tablet / laptop).
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We could mention here that this feature is planned to be ported to 4.x in the future.

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It might be sensible to see how this pans out in terms of testing 3.7 on different platforms before raising expectations for 4.x. Juan also needing convincing about this for 4.x at the time (although if we do find it fixes laptop sleeping etc that is a fairly convincing case).

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