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    <title>Forem: Furkan Kırat</title>
    <description>The latest articles on Forem by Furkan Kırat (@furkankirat).</description>
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      <title>The Unsafe Illusion: Benchmarking C# Pointers vs. Safe Arrays in Unity</title>
      <dc:creator>Furkan Kırat</dc:creator>
      <pubDate>Thu, 11 Dec 2025 18:58:06 +0000</pubDate>
      <link>https://forem.com/furkankirat/the-unsafe-illusion-benchmarking-c-pointers-vs-safe-arrays-in-unity-549f</link>
      <guid>https://forem.com/furkankirat/the-unsafe-illusion-benchmarking-c-pointers-vs-safe-arrays-in-unity-549f</guid>
      <description>&lt;h2&gt;
  
  
  The Unsafe Illusion: Why I Removed Pointers from My Performance Library
&lt;/h2&gt;

&lt;p&gt;When I started building &lt;strong&gt;StructForge&lt;/strong&gt; (a high-performance data structures library for Unity and .NET), I operated under a common assumption in the C# world:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;&lt;em&gt;"If you want maximum speed, turn off bounds checking and use &lt;code&gt;unsafe&lt;/code&gt; pointers."&lt;/em&gt;&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;I was wrong. Or rather, my assumptions were outdated.&lt;/p&gt;

&lt;p&gt;For the v1.4 update, I decided to benchmark my manual pointer arithmetic against standard .NET array access. The results from &lt;strong&gt;BenchmarkDotNet&lt;/strong&gt; were surprising enough that they forced me to re-architect the entire library.&lt;/p&gt;

&lt;h2&gt;
  
  
  📺 The Video Analysis
&lt;/h2&gt;

&lt;p&gt;I documented the entire engineering process, benchmarks, and the final architecture decision in this video breakdown:&lt;/p&gt;

&lt;p&gt;

  &lt;iframe src="https://www.youtube.com/embed/7c7Pez6-VSE"&gt;
  &lt;/iframe&gt;


&lt;/p&gt;

&lt;p&gt;&lt;em&gt;(Note: If you prefer reading, the technical details and benchmarks are below.)&lt;/em&gt;&lt;/p&gt;




&lt;h2&gt;
  
  
  ⚡ Part 1: The Performance Arsenal
&lt;/h2&gt;

&lt;p&gt;Before diving into the "Safe vs Unsafe" discovery, let me explain what StructForge actually does. The library is built on three core pillars: &lt;strong&gt;Cache Locality&lt;/strong&gt;, &lt;strong&gt;Bitwise Optimizations&lt;/strong&gt;, and &lt;strong&gt;Zero-Allocation&lt;/strong&gt;.&lt;/p&gt;

&lt;p&gt;Here are the key structures I demonstrated in the video:&lt;/p&gt;

&lt;h3&gt;
  
  
  1. SfBitArray: 300x Faster with Intrinsics / SWAR
&lt;/h3&gt;

&lt;p&gt;For voxel worlds, standard &lt;code&gt;bool[]&lt;/code&gt; arrays are memory heavy and slow to process.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Optimization:&lt;/strong&gt; On modern .NET 8, we utilize &lt;strong&gt;Hardware Intrinsics (PopCount)&lt;/strong&gt;. For older targets (like standard Unity profiles), I implemented a &lt;strong&gt;SWAR (SIMD Within A Register) fallback&lt;/strong&gt; using the Hamming Weight algorithm.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Result:&lt;/strong&gt; Operations like &lt;code&gt;PopCount&lt;/code&gt; run &lt;strong&gt;300x faster&lt;/strong&gt; than native loops by processing 64 bits in parallel.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fvsbxgs2o2veuhmzhe8gc.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fvsbxgs2o2veuhmzhe8gc.png" alt="BitArray3DCountTrue"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;Figure 1: SWAR optimization crushing native boolean arrays.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;
  
  
  2. SfGrid2D: 1D Flattened Layout
&lt;/h3&gt;

&lt;p&gt;Native 2D arrays (&lt;code&gt;int[,]&lt;/code&gt;) in C# can suffer from scattered memory layout.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Optimization:&lt;/strong&gt; StructForge uses a flattened &lt;strong&gt;1D linear array&lt;/strong&gt; (&lt;code&gt;_buffer[y * width + x]&lt;/code&gt;).&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Ref Return:&lt;/strong&gt; Crucially, the enumerators return by &lt;strong&gt;reference&lt;/strong&gt; (&lt;code&gt;ref T&lt;/code&gt;). This allows modifying large structs directly inside a &lt;code&gt;foreach&lt;/code&gt; loop without any copying overhead (True Zero-Copy).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F5fz2i1buimpg9lwapici.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F5fz2i1buimpg9lwapici.png" alt="SfGrid2D"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;Figure 2: Cache locality improvements with 1D layout.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;
  
  
  3. SfRingBuffer: Zero-Allocation Streaming
&lt;/h3&gt;

&lt;p&gt;Designed for data streaming (logs/packets), it guarantees &lt;strong&gt;Zero-Allocation&lt;/strong&gt; during enqueue/dequeue operations to prevent GC spikes in update loops.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwdbpkd0if5rufpib6x38.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwdbpkd0if5rufpib6x38.png" alt="SfRingBufferVsSystemQueue"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;Figure 3: Zero-allocation Ring Buffer performance.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;
  
  
  4. SfEnumSet: Speed &amp;amp; Memory
&lt;/h3&gt;

&lt;p&gt;Uses a BitArray backend to store enum flags. It provides O(1) operations while consuming &lt;strong&gt;50% less memory&lt;/strong&gt; than a standard &lt;code&gt;HashSet&amp;lt;T&amp;gt;&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F174u8loeu2fnfypyziyw.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F174u8loeu2fnfypyziyw.png" alt="SfEnumSetVsSystemHashSet"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;Figure 4: SfEnumSet provides faster insertions compared to standard HashSet.&lt;/em&gt;&lt;/p&gt;


&lt;h2&gt;
  
  
  📉 Part 2: The "Safe" Surprise (The Engineering Case Study)
&lt;/h2&gt;

&lt;p&gt;This is where things got interesting. My initial implementation of the Grid and List systems relied heavily on &lt;strong&gt;&lt;code&gt;Unsafe&lt;/code&gt; intrinsics (specifically &lt;code&gt;Unsafe.Add&lt;/code&gt; to avoid GC pinning overhead)&lt;/strong&gt;. I assumed this was the only way to beat the overhead of .NET's bounds checking.&lt;/p&gt;

&lt;p&gt;I ran benchmarks on &lt;strong&gt;.NET 8 (RyuJIT)&lt;/strong&gt; and here is what happened.&lt;/p&gt;
&lt;h3&gt;
  
  
  A. List Random Access: The JIT Surprise
&lt;/h3&gt;

&lt;p&gt;I assumed direct pointer access would be faster for random lookups. But benchmarking revealed that &lt;strong&gt;SfSafeList&lt;/strong&gt; (using standard array access) was actually &lt;strong&gt;13% faster&lt;/strong&gt; than the Unsafe pointer implementation.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Why?&lt;/strong&gt; The JIT compiler is smart enough to eliminate bounds checks in hot paths, generating cleaner machine code than my manual pointer arithmetic.&lt;/p&gt;
&lt;h3&gt;
  
  
  ⚠️ Update: The Linearization Breakthrough (Span vs Indexers)
&lt;/h3&gt;

&lt;p&gt;After discussing these results with the .NET Runtime team (huge thanks to @TannerGooding), I realized my initial benchmarks missed a crucial nuance: &lt;strong&gt;Linearization.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;While standard array access is fast, using 2D indexers like &lt;code&gt;grid[x,y]&lt;/code&gt; involves math overhead (&lt;code&gt;y * width + x&lt;/code&gt;) inside the loop, which the JIT cannot always optimize away.&lt;/p&gt;

&lt;p&gt;I ran a new set of benchmarks comparing:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt; &lt;strong&gt;Native 2D Array:&lt;/strong&gt; &lt;code&gt;int[,]&lt;/code&gt;
&lt;/li&gt;
&lt;li&gt; &lt;strong&gt;Manual Indexing:&lt;/strong&gt; &lt;code&gt;Get(x,y)&lt;/code&gt; with unsafe pointers.&lt;/li&gt;
&lt;li&gt; &lt;strong&gt;Linear Span:&lt;/strong&gt; &lt;code&gt;foreach&lt;/code&gt; over &lt;code&gt;grid.AsSpan()&lt;/code&gt;.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;&lt;strong&gt;The Result:&lt;/strong&gt; Iterating via &lt;code&gt;AsSpan()&lt;/code&gt; (Safe) was &lt;strong&gt;~34% faster&lt;/strong&gt; than Native 2D arrays and &lt;strong&gt;~20% faster&lt;/strong&gt; than my manual pointer indexing.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Why?&lt;/strong&gt; Since &lt;code&gt;SfGrid2D&lt;/code&gt; flattens data into a 1D array, exposing it as a &lt;code&gt;Span&amp;lt;T&amp;gt;&lt;/code&gt; allows the JIT to eliminate bounds checks entirely and apply &lt;strong&gt;Auto-Vectorization&lt;/strong&gt; (SIMD) on the linear memory block.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fo8ybmc2crkx7rko9guy2.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fo8ybmc2crkx7rko9guy2.png" alt="SfListSafeVsUnsafe"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;Figure 5: Safe code (Green) beating Unsafe pointers (Red) in random access.&lt;/em&gt;&lt;/p&gt;
&lt;h3&gt;
  
  
  B. BitArray Operations: The SWAR Power
&lt;/h3&gt;

&lt;p&gt;For bitwise operations, I compared my custom &lt;strong&gt;SWAR PopCount&lt;/strong&gt; (Safe context) against a manual &lt;code&gt;unsafe&lt;/code&gt; loop iterating over bits.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;The Result:&lt;/strong&gt; The algorithmic optimization (SWAR) was &lt;strong&gt;4.3x faster&lt;/strong&gt; than the unsafe loop. This proves that &lt;strong&gt;better algorithms&lt;/strong&gt; often beat "raw" unsafe code.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fy4uc016plnk4wv9zgme6.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fy4uc016plnk4wv9zgme6.png" alt="SfBitArraySafeVsUnsafe"&gt;&lt;/a&gt;&lt;br&gt;
&lt;em&gt;Figure 6: Custom SWAR Implementation (Safe) vs Manual Bit Loop (Unsafe).&lt;/em&gt;&lt;/p&gt;


&lt;h2&gt;
  
  
  🛠️ The Architecture Change (v1.4)
&lt;/h2&gt;

&lt;p&gt;Based on this data, I released &lt;strong&gt;StructForge v1.4&lt;/strong&gt; with a &lt;strong&gt;Hybrid Architecture&lt;/strong&gt;:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;strong&gt;Safe Read / Native Write:&lt;/strong&gt; I switched to standard array indexing for read operations to benefit from JIT safety and speed optimizations.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Hybrid Lists:&lt;/strong&gt; I replaced manual pointer shifting with &lt;code&gt;Array.Copy&lt;/code&gt; for bulk operations.&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Strict Zero-Alloc:&lt;/strong&gt; The core philosophy remained the same—preventing GC allocations in hot paths (Update loops).&lt;/li&gt;
&lt;/ol&gt;
&lt;h2&gt;
  
  
  💻 Code Example: Type-Safe &amp;amp; Fast
&lt;/h2&gt;

&lt;p&gt;Here is how the new Safe Grid calculates indices. It maintains &lt;strong&gt;Cache Locality&lt;/strong&gt; while being fully Type-Safe:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="c1"&gt;// 1. The Internal Storage (Flattened 1D Array)&lt;/span&gt;
&lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;_buffer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// 2. Random Access (with Index Calculation)&lt;/span&gt;
&lt;span class="c1"&gt;// Note: AggressiveInlining is kept primarily for Unity IL2CPP aggressive optimization.&lt;/span&gt;
&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;MethodImpl&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MethodImplOptions&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AggressiveInlining&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;ref&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="nf"&gt;GetUnsafeRef&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;y&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="c1"&gt;// JIT handles bounds checks efficiently here&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;ref&lt;/span&gt; &lt;span class="n"&gt;_buffer&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;y&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;_width&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;];&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// 3. The Performance King: Span Iteration&lt;/span&gt;
&lt;span class="c1"&gt;// Returns a linear span that JIT can linearize easily.&lt;/span&gt;
&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="nf"&gt;MethodImpl&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;MethodImplOptions&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;AggressiveInlining&lt;/span&gt;&lt;span class="p"&gt;)]&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;Span&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;AsSpan&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;_buffer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;AsSpan&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  🏁 Conclusion: The Era of "Safe" Performance
&lt;/h2&gt;

&lt;p&gt;The lesson I learned from this engineering journey is simple: &lt;strong&gt;Measure, don't guess.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;While these benchmarks showcase the raw power of &lt;strong&gt;.NET 8 (RyuJIT)&lt;/strong&gt;, the architectural wins via—&lt;strong&gt;Spans&lt;/strong&gt;, &lt;strong&gt;Linear Memory Access&lt;/strong&gt;, &lt;strong&gt;Algorithmic Complexity&lt;/strong&gt; (like &lt;code&gt;Array.Copy&lt;/code&gt; vs loops), and &lt;strong&gt;SWAR&lt;/strong&gt;—are universal. They provide massive gains in Unity’s &lt;strong&gt;IL2CPP&lt;/strong&gt; pipeline just as they do in CoreCLR.&lt;/p&gt;

&lt;p&gt;Writing &lt;code&gt;unsafe&lt;/code&gt; code adds complexity, risk, and maintenance debt. In 2025, trusting the compiler often yields better results than trying to outsmart it.&lt;/p&gt;

&lt;h3&gt;
  
  
  🚀 Try StructForge v1.4
&lt;/h3&gt;

&lt;p&gt;If you are ready to optimize your Unity projects, the library is open-source and waiting for you.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;⭐ &lt;strong&gt;Star on GitHub:&lt;/strong&gt; &lt;a href="https://github.com/FurkanKirat/StructForge" rel="noopener noreferrer"&gt;github.com/FurkanKirat/StructForge&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;📦 &lt;strong&gt;Download via NuGet:&lt;/strong&gt; &lt;a href="https://www.nuget.org/packages/StructForge" rel="noopener noreferrer"&gt;nuget.org/packages/StructForge&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;🎮 &lt;strong&gt;Install via OpenUPM:&lt;/strong&gt; &lt;a href="https://openupm.com/packages/com.kankangames.structforge" rel="noopener noreferrer"&gt;openupm.com/packages/com.kankangames.structforge&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Discussion:&lt;/strong&gt; &lt;em&gt;Have you tested JIT bounds check elimination in your own projects? Let me know your results in the comments below!&lt;/em&gt; 👇&lt;/p&gt;
&lt;/blockquote&gt;

</description>
      <category>csharp</category>
      <category>dotnet</category>
      <category>gamedev</category>
      <category>performance</category>
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