"If you're spamming 1000s of raycasts per frame for your 2d game, there's probably something else going on..."
Yup .. but maybe not stupidity, but rather a non generic game.
In my case I need lots of raycasts, to determine what exactly the player and the enemy bots can see. Basically I have a simulation in 2D (using box2d directly in js as a wasm libary) - and all the bots and the player only (mostly) get information based on raycasts. They have to scan the world and react to that information, which leads to a different result, than the usual approach (cheating).
So I am looking forward to get this fixed asap as well and also cannot really consider godot before that.
Edit: performance problems with raycasts I had to experience as well, because the roundtrip js to wasm is expensive. I first wrote a WebGPU shader doing only raycasting in my world, but better was modifying box2d (and compiling to wasm) to include a function, that does all my raycasts in one call and returns a big array (or rather a array with pointers to the structs in the internal wasm heap).