Floating Point Errors and Large Scale Worlds

This gives a pretty good understanding on DOTS:

Rewording the assertion would effectively be rewriting the DOTS intro linked above and motivate why Unity is on a mission making DOTS an integral part of the engine in the years to come, so I will refrain from that.

To be clear: I am not on a mission to convince anybody to use DOTS, or compare Mono against DOTS. I am simply trying to figure out if I would benefit from implementing a relatively minor/trivial change in my floating origin system: currently the player can move up to a threshold and then everything snaps back. And I am contemplating if I continue to snap back up to 200,000 entities every now and then, or root them and snap back the root only. Or even implement doing the snap back on every user input („continuous FO, reverse transform). But by now I am pretty certain this is too wastefull.

Plus my benchmarks above indicate that it makes no difference if DOTS or MONO is used: relatively speaking moving one scene root appears always inferior performance wise to moving all objects individually: and that is the only thing I am interested in: did I do something wrong? My repository should be pretty self explanatory, I hope. (The Monobehavior part is very similar to what you posted in this thread except I spawn 1000 instances each of 270 different sprites/meshes and not just 1 to be bit more closer to reality).

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