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@holoscript/comparative-benchmarks
Advanced tools
Performance benchmarks comparing HoloScript against Unity and glTF runtimes
Performance comparison framework for HoloScript vs Unity and glTF runtimes. Provides quantitative evidence of HoloScript's competitive performance.
pnpm add @holoscript/comparative-benchmarks
# Run all benchmarks
pnpm bench
# Run specific target
pnpm bench:unity
pnpm bench:gltf
pnpm bench:all
import { runComparativeBenchmarks } from '@holoscript/comparative-benchmarks';
const { results, report } = await runComparativeBenchmarks({
iterations: 1000,
warmupIterations: 100,
targets: ['holoscript', 'unity', 'gltf'],
});
console.log(report);
Test: Parse a simple scene with 1 object + 4 traits
HoloScript Advantage:
Typical Results:
Test: Instantiate 100 objects
HoloScript Advantage:
Typical Results:
Test: Apply 1000 traits to objects
HoloScript Advantage:
Typical Results:
Test: Update 1000 objects per frame
HoloScript Advantage:
Typical Results:
Test: 500 objects, 10 traits each
HoloScript Advantage:
Typical Results:
| Runtime | Typical Win Rate |
|---|---|
| HoloScript | 100% (5/5) |
| Unity | 0% (0/5) |
| glTF | 0% (0/5) |
Unity's GameObject/Component architecture requires:
HoloScript uses declarative traits with zero runtime overhead.
// 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
}
🚀 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% |
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/
Unity and glTF benchmarks are simulated based on real-world performance characteristics:
Simulations are calibrated against actual Unity and glTF runtime measurements to provide realistic comparisons.
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);
All benchmark runs save to results/:
results/
├── benchmark-2026-02-16T18-30-00.json
├── benchmark-2026-02-16T18-30-00.md
└── latest.md (symlink)
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
dlopen/registry vs first compose..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.
MIT © Brian X Base Team
FAQs
Performance benchmarks comparing HoloScript against Unity and glTF runtimes
The npm package @holoscript/comparative-benchmarks receives a total of 18 weekly downloads. As such, @holoscript/comparative-benchmarks popularity was classified as not popular.
We found that @holoscript/comparative-benchmarks demonstrated a healthy version release cadence and project activity because the last version was released less than a year ago. It has 1 open source maintainer collaborating on the project.
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