Question
How many object constructions can a pool avoid in a repeated workload?
Hypothesis
If objects are released before the next cycle, the same instances can satisfy later requests. A pool avoids repeated construction but retains its capacity in memory.
Setup
Each cycle requests the same number of concurrent objects and releases all of them. Without a pool, every request constructs an object. The pool starts with the selected reserve and expands to fit the maximum demand. It never shrinks.
Interpretation
This model counts construction operations. It does not model Unity Instantiate/Destroy costs, object reset logic, garbage collection, native memory or thread safety. A larger pool can construct and retain more objects than a short workload needs. Fewer constructions do not automatically prove a faster game.
Next measurement
To evaluate an actual game, capture allocation and frame-time traces with a fixed workload, device, Unity version and build configuration.
Methodology & reproducibility
- Evidence type
- Deterministic model, not a runtime benchmark.
- Inputs
- The values shown in the controls above. Keep them identical when comparing results.
- Hardware & trials
- No hardware measurements or repeated timing samples are collected.
- Median / p95
- Not applicable to calculated outputs. These require a distribution of measured samples.
Use this model to form a hypothesis. To validate it in a project, record the source revision, build configuration, hardware, workload, warm-up and trial count; then compare baseline and changed builds under the same conditions.