# Benchmark

**DOTSNET** is extremely fast. In the Benchmark example, you move the player through a herd of 10,000 moving monsters.

While it’s quite a lot of monsters, it’s the easiest, most elegant example to get started!

![](https://lh4.googleusercontent.com/ODJI60-axQo1FQdW1-xYQ0_QdxEVn3TIm17CLosfnKS9f4zE5kz0lp1ra0f87-271mPol3T0alAkbACSaWwXW45dPueHUW4BSOXysKjUv9wmG56j1UTs83_WZMxO4Xi9b0lE6mno)

If you run both the server and the client in the Unity Editor, then DOTSNET is handling twice the amount: 20,000 monsters. 10k for the server world, and 10k for the client world.<br>

In the server world, we are updating all 10k monsters at all times.

On the client (what you see), we receive a subset of monsters around the player.

By default, the NetworkServer’s Interest Management System has a **visibility radius** of 15 which you can increase with the **Radius** slider to increase the load:

![](https://lh3.googleusercontent.com/U8ZVpkbVxsb0fUkApTSaeC1lttkYOHcR9wtBcPlBLvJ-sH5Ulsy_ejdmPCsEciJ9SwPBxKt8hBrx1kQxUv1OBEeRJTU_b7rDEhdt-LUGtV6tvAcxA094PjPAtkKDA50rmlWjvmLk)

Use the WASD / Arrow keys to move the player around.<br>

The demo runs with 40 FPS for 10k Monsters on Server + 10k Monsters on client, all sent to the client at all times. Imagine what is possible on a powerful dedicated server…

{% hint style="success" %}
DOTSNET performance is constantly improving, now nearing **\~50k** on a 2015 Macbook Pro.
{% endhint %}
