Godot 4.4 Beta 2 Highlights and changelog
Godot 4.4 Beta 2 brings a batch of improvements and fixes that refine the experience for both 2D and 3D developers. For an overview of what changes in 4.4 as a whole, also check out the Beta 1 highlights covering many of the initial new features.
Among the most notable improvements are rendering and performance optimizations that reduce memory usage and increase frame rates in complex scenes, improvements in global illumination and shading, advances in LOD and runtime resource management. The editor receives usability and stability adjustments, new profiling indicators, and fixes in export for mobile and desktop platforms.
In the scripting and API realm, aspects of GDScript and C# have been polished, with performance improvements in runtime and native calls, greater stability in the interpreter, and fixes in legacy API changes. Animation, physics, and navigation systems show bug fixes and improvements in behavior predictability, while model and texture importers such as glTF have been fine-tuned to reduce errors and better preserve materials and animations.
Beta 2 also incorporates multiple bug fixes reported by the community: unexpected editor crashes, memory leaks in large scenes, physics playback failures in networks, and issues with packaged resources. For extended reality XR, compatibility improvements and lower latency in input flows have been applied.
Quick summary of the functional changelog
Main additions render and resource optimizations, global illumination improvements, editor workflow adjustments, better support for importers and exporters.
Key fixes editor stability, memory, physics errors, integrity of imported models, scripting issues, and cross-platform compatibility.
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