Been working on a PoE 2-style ARPG in Godot 4.7 (Greek myth setting, Zeus got corrupted, you wash up as a castaway). Just put out playtest 0.2 and figured some of the Godot side might be interesting here.
The UI frames are all modelled in Blender and rendered by a python script, then used as 9-slices. I render them at 2x and load them as StyleBoxTexture with a size override of half the pixels, so margins stay in 1080p units but 4K gets the full res. Needed LINEAR_WITH_MIPMAPS on the CanvasItem or the 1080p draw looked crunchy.
For performance there's an autoload that watches frame time (CPU delta or measured GPU time, whichever's worse). If it stays over budget it first cuts particles on anything that spawns (node_added -> amount_ratio) and makes ground decals fade sooner. If that's not enough it bumps mesh_lod_threshold and shrinks visibility_range_end on everything. Boss telegraphs are meshes not particles so they never get culled, which was the main thing I cared about.
I also tried dynamic resolution with FSR 2 dropping scaling_3d_scale under load. It made the frame drops worse, not better, so it's gone. My guess is the buffer reallocation every time the scale changes, but I didn't dig into it.
Export was 2.5 GB, so I wrote a script that rewrites the PCK: drops files the game never loads, dedupes identical files, re-checks every md5. Got it under 2 GB (1.6 zipped). Learned the hard way in 0.1 that you need a test for "code references a file you dropped", because a boss's boulder just wasn't there lol
Also running ~150 headless test suites, which is the only reason I can change anything without breaking three other things.
Heads up, it's built with a lot of AI help (Claude for most of the code, some Meshy models, ElevenLabs for music/art). Free on itch if anyone wants to try it: https://olympustcg.itch.io/olympus-the-corrupted-gods