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If the benchmark server builds Godot from source, we should find a way to track engine compilation times to check for regressions on that aspect.
It's also worth measuring the peak memory usage of SCons and all its child processes (not the entire system), as we should aim to keep Godot buildable on systems with only 8 GB of RAM for the foreseeable future (at least without LTO).
The text was updated successfully, but these errors were encountered:
If the benchmark server builds Godot from source, we should find a way to track engine compilation times to check for regressions on that aspect.
It's also worth measuring the peak memory usage of SCons and all its child processes (not the entire system), as we should aim to keep Godot buildable on systems with only 8 GB of RAM for the foreseeable future (at least without LTO).
The text was updated successfully, but these errors were encountered: