With a big release behind them this year with Godot 3.2, and while Vulkan support is being worked on for Godot 4.0, the team is also hard at work to improve the current version further.
Work on Godot 3.2.2 is underway and it's coming with a pretty great sounding performance improvement: batching of drawcalls for the GLES2 renderer. This is actually quite important, since the GLES3 renderer in Godot will be deprecated by Godot 4.0.
This new batching method will be enabled by default both in-game and in the editor and the performance improvement it brings in can be huge. In their own little example explained in this post the difference doesn't really need much explaining (left without batching, right with):
In real world games however, the speedup will depend on to what extent drawcalls are your bottleneck. Games drawing a lot of rects, particularly with high density or multiple tilemaps, or text, are likely to see the largest speedup. Let us know your results!
Even if you don't make large gains because your bottlenecks are elsewhere, note that you can often effectively bump up the amount of detail without adversely affecting performance.Bartleby Lawnjelly, Godot
Apart from all that there's also C# support for iOS and a "Re-architecture" of their Android plugin system.
The first development build is now live too with Godot 3.2.2 beta 1, read all about it here.