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Performance Benchmarks

This page shows the latest dispatch-throughput and cross-library comparison numbers for DxMessaging. The published tables come from a Release Standalone IL2CPP player, the same backend and build shape used by shipped games.

These numbers are for orientation, not a leaderboard. Real-world performance depends on what your handlers actually do; the benchmarks measure raw dispatch cost with minimal handler work. For the full methodology, CI mechanics, baseline capture, the regression smoke gate, and how to add or bump a comparison library, see the Perf Benchmark Methodology runbook.

See also: Performance optimizations for design details.

How to read these tables

  • Scopes. Each dispatch table is labeled by execution scope and backend. Standalone (IL2CPP) -- a Release player on the ahead-of-time backend shipped games run -- is the only published scope. The renderer also understands PlayMode and EditMode rows for local or manually dispatched runs; backends differ by design, so read each scope against its own backend.
  • Throughput. Reported as emits per second. Higher is better. Registration scenarios report wall-clock time instead, where lower is better. The published throughput numbers come from the Standalone (IL2CPP) leg.
  • Allocations. Lower is better, and 0 means the measured operation did not allocate. Release IL2CPP players cannot expose Unity's allocation recorder, so the published Standalone tables omit allocation columns instead of showing a page of n/a values. Editor benchmark runs can include those columns.
  • Comparison matrix N/A. The cross-library matrix has a column per scenario and a row per library. A cell shows N/A when that library does not idiomatically support that capability -- it is a capability gap, not a failure, and the value is never faked.
  • Comparison matrix winners. In the throughput matrix the fastest technology per scenario column is rendered in bold (ties are all bolded; N/A never wins). The GC-allocations and GC-allocated-bytes matrices are not bolded: an allocation count or byte total is a property to read, not a race.

Latest CI dispatch throughput

The block below is regenerated from the latest benchmark run. It includes the Standalone IL2CPP dispatch table, cross-library comparisons, and the hardware summary needed to interpret the results. Do not edit it by hand.

Latest CI benchmark run: Unity 6000.5.2f1, commit e76cdbf7b3b3c87e3b57881cff3b93d5e6d7977a.

Runner: 13th Gen Intel(R) Core(TM) i9-13900KF, 24C/32T @ 3000MHz; 64GB DDR5@4200; NVIDIA GeForce RTX 3060; Microsoft Windows 11 Pro N (10.0.26200)

Dispatch throughput - Standalone (IL2CPP)

Platform: Standalone IL2CPP x64 Release (WindowsPlayer; Unity 6000.5.2f1).

Scenario Throughput / Wall clock
Empty Bus Dispatch 48.08 M emits/sec
Untargeted Flood (One Handler) 28.70 M emits/sec
Untargeted Flood (One Direct Handler) 32.20 M emits/sec
Untargeted Flood (Two Handlers, One Priority) 26.01 M emits/sec
Untargeted Flood (Three Handlers, One Priority) 28.00 M emits/sec
Untargeted Flood (Four Handlers, One Priority) 24.37 M emits/sec
Untargeted Flood (Four Handlers, Four Priorities) 26.03 M emits/sec
Untargeted Flood (Sixteen Handlers, One Priority) 14.41 M emits/sec
Untargeted Flood (One Inactive Handler) 30.46 M emits/sec
Untargeted First Dispatch (Cold, Distinct Types) 0.284 ms
Targeted Flood (No Matching Target) 12.72 M emits/sec
Targeted Flood (One Listener) 9.91 M emits/sec
Targeted Flood (Sixteen Listeners) 7.19 M emits/sec
Targeted First Dispatch (Cold, Distinct Types) 0.194 ms
Broadcast Flood (One Handler) 23.91 M emits/sec
Broadcast First Dispatch (Cold, Distinct Types) 0.269 ms
Interceptor Heavy (Four Interceptors) 23.98 M emits/sec
Post-Processing Heavy (Four Post-Processors) 19.46 M emits/sec
Message Bus Construction (1000) 19.646 ms
Registration Token Construction (1000, Prebuilt Handler + Bus) 0.046 ms
Registration Flood (1000 Types, Cold Bus) 577.863 ms
Registration Flood (1000 Types, Warm JIT) 3.351 ms
Untargeted Registration (Marginal, 1000 Same-Type) 0.407 ms
Targeted Registration (Marginal, 1000 Same-Type) 0.437 ms
Broadcast Registration (Marginal, 1000 Same-Type) 0.440 ms
Deregistration Flood (1000 Types, Cold) 1.650 ms
Deregistration Flood (1000 Types, Warm JIT) 1.206 ms
Registration Attribution (Direct Bus, 131072) 56.041 ms
Registration Attribution (Direct Handler, 131072) 95.570 ms
Registration Attribution (Token Stage, 131072) 11.368 ms
Registration Attribution (Token Active, 131072) 114.808 ms
Deregistration Attribution (Direct Bus, 131072) 6.998 ms
Deregistration Attribution (Direct Handler, 131072) 28.919 ms
Deregistration Attribution (Token Remove, 131072) 31.101 ms
Deregistration Attribution (Token Disable, 131072) 34.575 ms

Library comparison - throughput (Standalone (IL2CPP))

Technology Global -> 1 subscriber Global -> 16 subscribers Keyed/targeted -> 1 of many Priority-ordered dispatch Filtered/intercepted dispatch Post-processing dispatch Subscribe/unsubscribe churn Struct message (no boxing)
DxMessaging 36.32 M emits/sec 16.29 M emits/sec 10.00 M emits/sec 23.62 M emits/sec 25.64 M emits/sec 20.18 M emits/sec 0.94 M emits/sec 28.63 M emits/sec
MessagePipe 90.36 M emits/sec 13.12 M emits/sec 10.20 M emits/sec N/A 65.04 M emits/sec 67.79 M emits/sec 2.15 M emits/sec 76.65 M emits/sec
UniRx MessageBroker 4.54 M emits/sec 2.39 M emits/sec N/A N/A 4.23 M emits/sec N/A 1.02 M emits/sec 4.27 M emits/sec
Zenject SignalBus 2.38 M emits/sec 1.19 M emits/sec 2.13 M emits/sec N/A N/A N/A 1.71 M emits/sec 2.41 M emits/sec
Unity Atoms 170.67 M emits/sec 42.65 M emits/sec 194.55 M emits/sec N/A N/A N/A 10.17 M emits/sec 202.52 M emits/sec
ScriptableObject channel 119.33 M emits/sec 20.81 M emits/sec 175.91 M emits/sec N/A N/A N/A 24.68 M emits/sec 173.86 M emits/sec
UnityEvent 93.00 M emits/sec 10.71 M emits/sec 96.33 M emits/sec N/A N/A N/A 4.04 M emits/sec 74.02 M emits/sec
C# event 274.93 M emits/sec 45.68 M emits/sec 62.81 M emits/sec N/A N/A N/A 9.70 M emits/sec 286.55 M emits/sec
Unity SendMessage N/A N/A 7.83 M emits/sec N/A N/A N/A N/A N/A

Comparison libraries

The cross-library comparison matrices above measure DxMessaging against other common Unity messaging and eventing approaches on the same apples-to-apples scenarios:

  • External libraries: MessagePipe, UniRx MessageBroker, Zenject SignalBus, and Unity Atoms.
  • Zero-dependency baselines: plain C# event, UnityEvent, a ScriptableObject event channel, and Unity SendMessage.

Each library implements only the scenarios it idiomatically supports; unsupported cells render N/A. The comparison suite source lives in Tests/Runtime/Comparisons/. For a feature-by-feature discussion of when each approach wins, see the Comparisons guide.

Memory footprint and reclamation

Dispatch state is stored per message type and, for targeted and broadcast paths, per InstanceId. Long-running sessions accumulate slots for every type or entity ever touched unless something reclaims them. The memory reclamation system caps that growth without changing dispatch semantics or allocating during emit.

Reclamation runs on two paths:

  • An idle sweep that runs from emit-time clock samples and the Unity PlayerLoop, gated by DxMessagingRuntimeSettings.EvictionEnabled and EvictionTickIntervalSeconds. Empty slots become eligible only after remaining empty for at least IdleEvictionSeconds of wall time.
  • An explicit IMessageBus.Trim(force) and MessageHandler.TrimAll(force) pair that runs synchronously at scene boundaries, in tests, or in maintenance windows. The master switch EnableTrimApi controls whether the explicit calls perform work; idle sweeps remain controlled by EvictionEnabled independently.

Active registrations are never reclaimed. Only empty slots and shared pool entries are touched. Sweep work runs outside the hot handler loop, so emit throughput is unaffected; the per-emit overhead is one branch that samples the wall clock.

For tuning recommendations, the public Trim and diagnostic-counter API surface, and worked examples (scene transitions, leak diagnosis, mobile caps, shipped-title configurations), see the Memory Reclamation guide. For the parameter reference, see the Runtime Settings reference.