Reality Kit 3 large scale practices - what is under the hood

Hello guys I want to use Reality Kit 3 for none AR games.

Coming from unreal (7y) I have a few technical questions if i may please:

(all questions are assuming my game will handle 50-500 enemies on screen)

How does RTK3 handle everything under the hood? its easy to create a struct that hold multiple floats as a data blocks for the system to handle (like hp, dmg, ect), but, what happen when i want generic ASSET data (materials, meshes) ?

What if i want to construct a material and hand a cheap id to the processor (system) ?

while make sure i packed it nicely to the cpu's cache line .

There is not much in the documentation to explain the under the hood architecture of the system for me to make educated decision abut my code. i try to avoid reference bloat in my game, and make sure the system does not coupled new material or new mesh every time it want to perform a generic command on the entity (in 60 fps)

For example, in unreal mass, as bloated and over complicated it is - its pretty clear to me what is construction phase, what is the recommended way to generate my data blocks (called fragments there) and how exactly to use them in the system so its all tightly packed

At this moment my only assumption is to create a 3 layers custom system to make sure its all running properly:

  1. The builder of the pool - it will do the " let shinyMetal = SimpleMaterial(color: ... ect" and save it on some dictionary map

  2. the data block - just a simple struct that hold a thin reference to the pool that can be use as a component in the ECS

  3. the system - The RTK3 built is system real time . can use the struct as a component and even swap the id in real time

is this safe consider how RTK3 build under the hood? or is this even slower ? i have very little to go by. if reality kit engineer can reply and help me here it would be awesome :)

Thank you so much for reading guys ! was kinda long. cheers

Reality Kit 3 large scale practices - what is under the hood
 
 
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