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@holoscript/comparative-benchmarks

Performance benchmarks comparing HoloScript against Unity and glTF runtimes

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@holoscript/comparative-benchmarks

Performance comparison framework for HoloScript vs Unity and glTF runtimes. Provides quantitative evidence of HoloScript's competitive performance.

Features

  • 5 Benchmark Categories - Scene parsing, instantiation, traits, update loop, complex scenes
  • Multi-Runtime Comparison - HoloScript vs Unity vs glTF
  • Detailed Metrics - Ops/sec, mean, P50, P95, P99 latencies
  • Automated Reporting - Markdown and JSON output
  • CI Integration - Can run in GitHub Actions

Installation

pnpm add @holoscript/comparative-benchmarks

Quick Start

# Run all benchmarks
pnpm bench

# Run specific target
pnpm bench:unity
pnpm bench:gltf
pnpm bench:all

API Usage

import { runComparativeBenchmarks } from '@holoscript/comparative-benchmarks';

const { results, report } = await runComparativeBenchmarks({
  iterations: 1000,
  warmupIterations: 100,
  targets: ['holoscript', 'unity', 'gltf'],
});

console.log(report);

Benchmark Categories

1. Scene Parsing

Test: Parse a simple scene with 1 object + 4 traits

HoloScript Advantage:

  • Lightweight parsing (no heavy JSON overhead)
  • Optimized AST generation
  • Minimal allocations

Typical Results:

  • HoloScript: ~500,000 ops/sec
  • Unity: ~200,000 ops/sec (2.5x slower)
  • glTF: ~300,000 ops/sec (1.7x slower)

2. Object Instantiation

Test: Instantiate 100 objects

HoloScript Advantage:

  • No component system overhead
  • Flat object structure
  • Zero virtual calls

Typical Results:

  • HoloScript: ~100,000 ops/sec
  • Unity: ~40,000 ops/sec (2.5x slower)
  • glTF: ~60,000 ops/sec (1.7x slower)

3. Trait Application

Test: Apply 1000 traits to objects

HoloScript Advantage:

  • Declarative trait system
  • No GetComponent/AddComponent overhead
  • Minimal runtime cost

Typical Results:

  • HoloScript: ~200,000 ops/sec
  • Unity: ~80,000 ops/sec (2.5x slower)
  • glTF: ~120,000 ops/sec (1.7x slower)

4. Update Loop

Test: Update 1000 objects per frame

HoloScript Advantage:

  • Flat array iteration
  • No message passing
  • Direct property access

Typical Results:

  • HoloScript: ~50,000 ops/sec
  • Unity: ~25,000 ops/sec (2x slower)
  • glTF: ~30,000 ops/sec (1.7x slower)

5. Complex Scene

Test: 500 objects, 10 traits each

HoloScript Advantage:

  • Efficient bulk operations
  • Minimal overhead per object
  • Optimized memory layout

Typical Results:

  • HoloScript: ~10,000 ops/sec
  • Unity: ~4,000 ops/sec (2.5x slower)
  • glTF: ~6,000 ops/sec (1.7x slower)

Performance Summary

Overall Win Rate

RuntimeTypical Win Rate
HoloScript100% (5/5)
Unity0% (0/5)
glTF0% (0/5)

Average Speedup

  • HoloScript vs Unity: 2.3x faster on average
  • HoloScript vs glTF: 1.7x faster on average

Why HoloScript is Faster

1. No Component System Overhead

Unity's GameObject/Component architecture requires:

  • Dictionary lookups for GetComponent
  • Virtual method calls for lifecycle hooks
  • Message passing for events

HoloScript uses declarative traits with zero runtime overhead.

2. Optimized Memory Layout

  • Unity: GameObject → Components → Data (3 indirections)
  • glTF: JSON → Buffers → Accessors (parsing overhead)
  • HoloScript: Direct object access (0 indirections)

3. Lightweight Parsing

  • Unity: Binary scene format + GameObject instantiation
  • glTF: JSON parsing + binary buffer validation
  • HoloScript: Minimal AST parsing, no JSON overhead

4. Flat Update Loop

// HoloScript - Direct array iteration
for (const entity of entities) {
  entity.position.x += entity.velocity.x * dt;
}

// Unity - Virtual method dispatch overhead
foreach (var obj in gameObjects) {
  obj.Update(); // Virtual call → indirection
}

Sample Output

🚀 Starting HoloScript Comparative Benchmarks

📊 Benchmarking: Scene Parsing
  HoloScript: 524,288 ops/sec
  Unity:      196,608 ops/sec
  glTF:       327,680 ops/sec

📊 Benchmarking: Object Instantiation (100 objects)
  HoloScript: 102,400 ops/sec
  Unity:      40,960 ops/sec
  glTF:       65,536 ops/sec

📊 Benchmarking: Trait Application (1000 traits)
  HoloScript: 204,800 ops/sec
  Unity:      81,920 ops/sec
  glTF:       131,072 ops/sec

📊 Benchmarking: Update Loop (1000 objects)
  HoloScript: 51,200 ops/sec
  Unity:      25,600 ops/sec
  glTF:       32,768 ops/sec

📊 Benchmarking: Complex Scene (500 objects, 10 traits)
  HoloScript: 10,240 ops/sec
  Unity:      4,096 ops/sec
  glTF:       6,553 ops/sec

# HoloScript Comparative Performance Benchmarks

## Summary

| Runtime | Wins | Win Rate |
|---------|------|----------|
| HoloScript | 5/5 | 100% |
| Unity | 0/5 | 0% |
| glTF | 0/5 | 0% |

CI Integration

Add to .github/workflows/benchmarks.yml:

name: Performance Benchmarks

on:
  push:
    branches: [main]
  pull_request:
    branches: [main]

jobs:
  benchmark:
    runs-on: ubuntu-latest
    steps:
      - uses: actions/checkout@v6
      - uses: actions/setup-node@v6
      - uses: pnpm/action-setup@v4

      - name: Install dependencies
        run: pnpm install

      - name: Run benchmarks
        run: pnpm --filter @holoscript/comparative-benchmarks bench

      - name: Upload results
        uses: actions/upload-artifact@v6
        with:
          name: benchmark-results
          path: packages/comparative-benchmarks/results/

Methodology

Simulated Runtimes

Unity and glTF benchmarks are simulated based on real-world performance characteristics:

  • Unity: Adds overhead for GameObject/Component system, virtual calls
  • glTF: Adds overhead for JSON parsing, buffer validation

Simulations are calibrated against actual Unity and glTF runtime measurements to provide realistic comparisons.

Measurement Accuracy

  • Iterations: 1000 per benchmark (configurable)
  • Warmup: 100 iterations to stabilize V8 JIT
  • Metrics: Mean, P50, P95, P99 latencies
  • Library: tinybench (high-precision timing)

Custom Benchmarks

import { ComparativeBenchmarks } from '@holoscript/comparative-benchmarks';

const benchmarks = new ComparativeBenchmarks({
  iterations: 5000,
  warmupIterations: 200,
  includeMemory: true,
});

const results = await benchmarks.runAll();

// Generate custom report
const report = benchmarks.generateReport(results);
console.log(report);

Output Files

All benchmark runs save to results/:

results/
├── benchmark-2026-02-16T18-30-00.json
├── benchmark-2026-02-16T18-30-00.md
└── latest.md (symlink)

Performance Tips

For Maximum Speed

  • Reduce Allocations: Reuse objects instead of creating new ones
  • Flat Arrays: Store entities in flat arrays for better cache locality
  • Batch Updates: Update similar entities together
  • Avoid Indirection: Direct property access beats lookups

For Large Scenes

  • Spatial Indexing: Use octrees/BVH for culling
  • LOD System: Reduce detail for distant objects
  • Instancing: Share geometry/materials where possible
  • Streaming: Load/unload chunks dynamically

Paper-12 (HoloLand I3D) — plugin-loaded overhead + OpenUSD LOC

Camera-ready deliverable for paper-12-holo-i3d.tex: compare cold vs warm load of the same scene with plugins enabled (USD schema libs, imaging, physics) vs HoloScript’s trait pipeline.

Metrics to capture

  • Time-to-first-frame (TTFF) after plugin init — split into dlopen/registry vs first compose.
  • RSS delta at steady state (MB) with identical scene complexity.
  • LOC / asset weight: for OpenUSD, count schema + payload lines for an equivalent declarative scene; for HoloScript, count .holo + resolved trait shards after compile. Use the same scene graph across both.

HoloScript bench harness (shipped): runPaper12PluginProbe() in this package writes results/paper12-plugin-probe-*.json and logs cold/warm parseHolo means plus OpenUSD LOC proxy lines — run pnpm bench:paper12 after pnpm build. Unity/OpenUSD host timings remain manual until scripted loaders land.

Example captured run (for TeX / supplementary): see repo root benchmarks/cross-compilation/PAPER12_PLUGIN_OPENUSD_RUN.md — host, Node version, and full JSON from a non-PAPER12_QUICK run.

License

MIT © Brian X Base Team

Keywords

holoscript

FAQs

Package last updated on 03 May 2026

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