Any idea why release export has more freezes than debug?

Godot Version

Godot 4.2.1.stable


I’m working on a medium-sized game, with some 3D elements but not that many.
We use Wwise audio middleware
Many textures and spritesheets.
Lots of objects generated by our narrative middleware (ink)
But we’ve already optimized a lot (lazy loading, shader precompiling, etc.)
Whenever I export a debug build, it’s fairly smooth on medium-range hardware.
Whenever I export a release build, it’s got a lot of freezes/hiccups especially when VFX pops. Console seems to be spammed with empty error messages (?)

I’ve been trying to look into more detail about the differences between release and debug export templates, but I’m not finding much.

Do you know where I can find precise info on the optimizations contained in the release export template ?
Or do you have a suggestion about how to drill down on this issue (since the release export template does not show much debug info…)

Thank you for your help and have a great day