When I created my "3D Pac Man" to test the features of Godot and to test the result in a old Android phone the game run ok in PC but at 10 FPS in the mobile phone.
Then I started the investigation to discover if I did something wrong or if Godot can not create anything playable in mobile.
Then I compared my game RAM consumption with the Playstation 1 hardware specs (2MB of RAM). My goal is create games with the Playstation 1 look and feel.
Then I lowered the screen resolution to 800 x 600, after 640 x 480, after 360 x 240 and this showed very little progress in the FPS.
Then I thinked the RAM from my phone is the problem, and started this post here in the forum. Ok I discovered the environment tip, but this also not helped increase the FPS significantly.
Then after studying the RAM speed from Playstation 1, the RAM speed from my mobile phone, and the RAM speed from my PC, I understood that the RAM is not the problem.
I discovered the triangle limit for my phone, discovered that Godot consume more vertices than necessary (a cube have 8 vertices, but Godot render with 36 vertices) and understood that makes the code easier to Godot developers. And discovered that the light in Godot consume very very CPU power.
After correcting my code, my lights and my mesh to the limit of my mobile phone then my game run at 60FPS.
But if I need add more things and this things surpasses the limit of the RAM speed of my phone, then the FPS will drop. And I would like to have some little more Kilobytes of RAM, then this is the case where each kilobyte of RAM is important.