GDScript 2.0 has had some major performance improvements. While C# will still be faster, I find GDScript in Godot 4 to be viable now for things it wasn't in Godot 3.
I still rely on GDNative for really performance critical systems though.
I still rely on GDNative for really performance critical systems though.
Right now I rely on nim bindings for GDNative so it might be awhile before I make the change over, unless I decide to port my code to C++ or update the bindings myself.