Hello. I tried to figure out how much ECS faster than non-ECS methods and turned out it is just 4 times faster. Of course, 4 times performance boost it is good result, however everyone talking about ECS so much, so I expected more, maybe 20 times faster or something like that. In my opinion, x4 performance boost not worth such complexity of development. How I get that result? Let’s see: There is an official tutorials where authors compares different methods. https://unity3d.com/ru/learn/tutorials/topics/scripting/implementing-job-system?playlist=17117 https://unity3d.com/ru/learn/tutorials/topics/scripting/using-burst-compiler?playlist=17117 In the first video he is using standard method via update, as result 18 000 objects have 30 FPS In the second video he is using ECS + Burst Compiler, as result 160 000 objects have the same 30 FPS. x9 performance boost, Impressive result, however, an example in the first video is very incorrect and non-optimized. Let’s do a two things with the first example: 1. Let’s save a link on Transform component in the variable, so we will not invoke “transform.” several times every frame 2. Let’s rename void Update () to void ManualUpdate (), after that, let’s add every object in some global List<> and let’s invoke each ManualUpdate () each frame from single void Update () function on the global manager script. This is two very simple methods of optimizations which can be implemented super fast and the code still looks simple, however after we do that, performance will be increased 2-3 times. After that, if we will compare the first example with the second ECS example, the second one will be not so impressive as before, just 3-4 times performance boost. So, the question, in that all capabilities of ECS, or this tutorials is outdated and currently ECS is capable to do much more?