Today I ran the automated performance test of my game with Unity 2018.1.0b6 and present the results below, just like I did before, during older beta cycles: Unity 2017.2 Performance Overview Unity 2017.3 Performance Overview [EDIT: 2018.2 Performance Overview can be found here.] 2018.1.0b6 is the fastest Unity 201x.x version with my project yet. Unity 2018.1.0b6 performance is slightly faster (0.5ms in the best case) than 2017.3.0b6 for me. Spoiler: How does the performance test work? The (first-person) game I'm working on features an automated performance test. It works like this: Camera is placed at a defined position in the scene Camera makes a 360 degree rotation around the Y-axis within 20 seconds (slowly rotating around y) Every second the test captures the average CPU frame time of the last second The game runs just like it would normally do, but the camera/player does not move and the AI in unable to see the player. It measures the "base-line" of the game so to speak. If an actual gamer plays the game, more things are going to happen, which is missing in the test, such as visual and sound effects when firing weapons, additional AI to hunt the player and more navigation pathing. I run this test in a Standalone Windows 64bit Player. The following Physics settings are applied: Physics.autoSyncTransforms=false Physics.autoSimulate=true Physics2D.autoSyncTransforms=false Physics2D.autoSimulate=false The y-axis represents the average CPU time in milliseconds, how long "one frame took". The x-axis represents the sample points while the camera makes its 360° rotation. Each test runs for 20 seconds, one sample every second, thus 20 samples for each test.