I have been learning ECS and tought this was an interesting test case, so updated code base can be found on my fork.
Quick overview of performance changes (Min/Max FPS) on my system (Ryzen 8 core, 16 threads, RTX 480). At branch b03 my system is bound by the graphics card, it can not render more cubes (2x 60k = 120k). You can look at commits in the different branches to see what changes where made.
| Branch |
Humans |
Zombies |
Max |
Min |
Avr |
| 00.1 |
15.000 |
5 |
+150 |
45 |
65 |
| 00.2 |
20.000 |
5 |
+100 |
15 |
45 |
| 01.1 |
25.000 |
10 |
+100 |
55 |
90 |
| 01.2 |
30.000 |
10 |
+90 |
35 |
60 |
| 02.1 |
40.000 |
10 |
+70 |
50 |
60 |
| 02.2 |
50.000 |
10 |
+65 |
35 |
45 |
| 03.1 |
50.000 |
10 |
+75 |
65 |
70 |
| 03.2 |
60.000 |
10 |
+65 |
50 |
60 |
I'm not sure I will keep going with this, for now I'm back on to some of my own test projects.
Check out branches here: https://github.com/DeadlyApps/Unity-ECS-ZombieSimulator/network
I have been learning ECS and tought this was an interesting test case, so updated code base can be found on my fork.
Quick overview of performance changes (Min/Max FPS) on my system (Ryzen 8 core, 16 threads, RTX 480). At branch b03 my system is bound by the graphics card, it can not render more cubes (2x 60k = 120k). You can look at commits in the different branches to see what changes where made.
I'm not sure I will keep going with this, for now I'm back on to some of my own test projects.
Check out branches here: https://github.com/DeadlyApps/Unity-ECS-ZombieSimulator/network