Optimizing Godot’s Web Export with AI Website optimization

Hi all,

I’ve been working on a browser game built with Godot 4.4 and I’m struggling with performance when exporting to WebAssembly. Even simple scenes stutter on mobile browsers. I’ve tried tweaking compression and CanvasItem settings, but FPS still drops.

I’m exploring whether using AI Website optimization tools—like automated image and asset compression or script bundling—could help. Has anyone tried integrating AI driven build pipelines (e.g., TensorFlow based minifiers) before export? I’m curious how much overhead they add versus the gains.

So far I’ve tested:

• Adjusting LZ4 compression levels
• Reducing texture resolution
• Switching physics to deterministic mode

Would love guidance: should I integrate AI powered asset pipelines before export, or are there settings I’m missing in the engine? Any benchmark results or community scripts/plugins would be super helpful!

Thanks in advance!

Any sort of web optimizer tool might be of use for reducing download size, but won’t help with anything once Godot is up and running. From your description of poor FPS and frame drops, this is an issue with performance entirely within Godot. If you can provide a bit of a description of what your game is doing when the issues hit (and possibly showing code), I think you’ll likely receive knowledgeable help.