React in concurrent mode: 2000 state-connected comps re-rendered at 60FPS
From a marketing standpoint, I'm not sure demos like this that draw comparisons between JavaScript frameworks and 3D game engines are a great idea. The author describes updating 2000 cubes every frame as an "impossible amount of load", and claims that React will soon "run circles around even the best performing manual WebGL apps".<p>Here's Unity maintaining a smooth framerate while updating three times that many cubes: <a href="https://www.youtube.com/watch?v=qVMfKJfsHQg" rel="nofollow">https://www.youtube.com/watch?v=qVMfKJfsHQg</a><p>Unlike the React demo, all of the cubes actually move each frame (it's not "rescheduling" updates to later frames like React Concurrent Mode does), and it's doing a complex physics simulation to decide where the cubes should go.