Run-time Performance Comparison of Sparse-set and Archetype Entity-Component Systems

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Date
2025
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Entity-Component System (ECS) architectures have emerged as a powerful alternative to traditional object-oriented solutions in video games and real-time simulations. However, different ECS implementations present distinct trade-offs between iteration speed and modification costs. Despite its growing adoption, a comparative analysis on the performance characteristics of ECS implementation types has yet to be conducted. This study compares the performance of two widely-used ECS implementations: sparse-set and archetype-based. To facilitate this, an implementation of each architecture was developed in C++20 and their performance was examined in terms of iteration speed and entity modification costs. The results show sparse-set ECSes enable cheaper entity modifications but scale poorly during iteration, while archetypes excel at large-scale iteration through cache efficiency but incur higher composition change costs. These findings provide valuable and actionable guidance for developers selecting ECS architectures for their specific applications.
Description

CCS Concepts: Applied computing → Computer games; General and reference → Performance; Computing methodologies → Realtime simulation; Computer graphics

        
@inproceedings{
10.2312:cgvc.20251224
, booktitle = {
Computer Graphics and Visual Computing (CGVC)
}, editor = {
Sheng, Yun
and
Slingsby, Aidan
}, title = {{
Run-time Performance Comparison of Sparse-set and Archetype Entity-Component Systems
}}, author = {
Cox, Louis
and
Williams, Benjamin
and
Vickers, James
and
Ward, Davin
and
Headleand, Christopher
}, year = {
2025
}, publisher = {
The Eurographics Association
}, ISBN = {
978-3-03868-293-6
}, DOI = {
10.2312/cgvc.20251224
} }
Citation