When I heard about the job system, I started to rewrite my code for parallel processing to be ready for it. This was my first time writing something like this as well. I figured the Job System would do it much better. My code takes 60 ms to execute and the Job System takes 120 ms to execute. I did benchmark this with development build unchecked and outside of unity editor. Both of these use 2 arrays. One is an int storage array for processing(no telling how many results will come back, but in this case around 120k) and the other is a byte array of pixel data about a 4000x1500 image so 4 bytes per pixel, 24 million sized array. In my code I use a linkedlist for the results and in the Job System I just set the native array a little bigger than the 120k just to see this performance. The other array I just use a byte array as thats what pixel data already is, and in the Job System I just use another Native Array but this one is read only. I used 64 for the Job System schedule that about seemed the best performance. The Execute code of the Job System did about 50 ms. The other 70 ms is spent on the 2 arrays, pretty much all of it is the pixel data array though. In my code I can't really benchmark without the array creation. I tried to use what you guys said the Job System would do so it would be somewhat similar. What I do is split the job up over how many processors the system has(in my case 6). Each processor gets a linked list to return as a result and each one gets a chunk of the 4000 pixels, 2 processors get 666 pixels and the others get 667. Then I use System.Threading.Tasks.Parallel.For which I set the for loop to do 6 one for each processor. Dividing up the chunks keeps my code safe and having individual results makes sure I have no collisions. Now none of this dividing up is static. It's just as flexible as the Job System, it can handle any sized image and amount of processors, so I have that performance hit as well. Other than array creation the code is the same. Even the 50ms comes awfully close to mine and if I could subtract out my array creation I'd probably beat it. Any thoughts on this?