My limited understanding of CPUs is they have data and instruction cache limits or is it just one L1 cache for both data and instructions? If they are seperate does ECS need to limit the size of algorithm it uses e.g. it's system size, to 16K or is this hardware dependent? For instance could you wright an ECS system that is large but works well on most hardware as the algorithm and data fits on L1 caches that are 512kb in size but then performs poorly on hardware with caches smaller than this? Is there a way for developers/unity to detect cache sizes, or statistics on this aspect of player hardware*. *It's easy to get basic hardware statistical information from steam e.g. Ghz and RAM but finding out the exact CPU and cache sizes is not as simple, unless anyone has found a player stats system that links well to chip types and L1 cache sizes across all of Unity compatible hardware platforms.