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Performance Ilist Sorting Performance

github-actions[bot] edited this page Aug 27, 2026 · 14 revisions

IList Sorting Performance Benchmarks

Unity Helpers ships several custom sorting algorithms for IList<T> that cover different trade-offs between adaptability, allocation patterns, and stability. This page gathers context and benchmark snapshots so you can choose the right algorithm for your workload and compare results across operating systems.

Algorithm Cheatsheet

Algorithm Stable? Best For Reference
Ghost Sort No Mixed workloads that benefit from adaptive gap sorting and few allocations Upstream project by Will Stafford Parsons (public repository currently offline)
Meteor Sort No Almost-sorted data where gap shrinking beats plain insertion sort Upstream project by Will Stafford Parsons (public repository currently offline)
Pattern-Defeating QuickSort No General-purpose quicksort with protections against worst-case inputs pdqsort by Orson Peters
Grail Sort Yes Large datasets where stability + low allocations matter GrailSort
Power Sort Yes Partially ordered data that benefits from adaptive run detection PowerSort (Munro & Wild)
Tim Sort Yes General-purpose stable sorting with abundant natural runs Wikipedia - Timsort
Jesse Sort No Data with long runs or duplicates where dual patience piles shine JesseSort
Green Sort Yes Sustainable stable merges that trim ordered prefixes greeNsort
Ska Sort No Branch-friendly partitioning on large unstable datasets Ska Sort
Ipn Sort No In-place adaptive quicksort scenarios needing strong pivots ipnsort write-up
Smooth Sort No Weak-heap hybrid that approaches O(n) for presorted data Smoothsort - Wikipedia
Block Merge Sort Yes Stable merges with √n buffer (WikiSort style) WikiSort
IPS⁴o Sort No Cache-aware samplesort with multiway partitioning IPS⁴o paper
Power Sort Plus Yes Enhanced run-priority merges inspired by Wild & Nebel PowerSort paper
Glide Sort Yes Stable galloping merges from the Rust glidesort research sort-research-rs
Flux Sort No Dual-pivot quicksort tuned for modern CPUs sort-research-rs
Yam Sort Yes Sequential or reverse-sequential data, where it approaches O(n) YamSort by Gary Gende
Insertion Sort Yes Tiny or nearly sorted collections where O(n²) is acceptable Wikipedia - Insertion sort

What does “stable” mean? Stable sorting algorithms preserve the relative order of elements that compare as equal. This matters when items carry secondary keys (e.g., sorting people by last name but keeping first-name order deterministic). Unstable algorithms can reshuffle equal entries, which is usually fine for numeric keys but can break deterministic pipelines.

Heads up: Ghost Sort and Meteor Sort have no reachable upstream. Both were published by Will Stafford Parsons and both repositories now return 404, so the implementation in this package is the reference for what these algorithms do here. Anything a third party reports about them cannot be checked against a source.

Where the Time Actually Goes

Every algorithm here sorts a T[], never an IList<T> directly. Reaching an element through the IList<T> indexer is an interface call, and a sort makes O(n log n) of them; copying a list into a pooled array and copying it back is 2n moves and then the whole sort runs on direct array indexing. Pass a T[] and it is sorted in place with no copy at all.

Measured on .NET 9 with a struct comparer, sorting int, best of nine runs, the same source before and after the change:

Algorithm Shape n T[] before T[] after List<T> before List<T> after
Grail shuffled 100,000 13.32 ms 5.29 ms 6.28 ms 5.39 ms
Tim shuffled 100,000 11.85 ms 4.55 ms 5.66 ms 4.65 ms
Grail nearly sorted 100,000 5.65 ms 1.42 ms 2.14 ms 1.51 ms
Grail reversed 100,000 5.84 ms 1.07 ms 1.98 ms 1.13 ms
Tim reversed 100,000 0.38 ms 0.06 ms 0.08 ms 0.11 ms

The one shape that pays rather than gains is a List<T> an adaptive sort would finish in O(n) anyway: there the copy is most of the work, and it costs tens of microseconds on 100,000 elements. These are desktop CLR numbers, where the JIT can speculatively devirtualize List<T>; a Unity player cannot, so the run the Unity benchmark below produces is the one that describes a build.

Why a List<T> is copied rather than sorted where it lies

Copying looks like the wasteful option and is not. Sorting a List<T> in place was measured against copying it, using a struct accessor so the in-place path paid no interface dispatch at all, the best case an in-place sort can have:

Shape n Sorted in place Copied, sorted, copied back Array sorted directly
shuffled 100,000 398.3 ms 258.5 ms 258.7 ms
nearly sorted 100,000 72.0 ms 47.9 ms 47.7 ms
reversed 100,000 788.2 ms 517.4 ms 531.0 ms

A sort makes O(n log n) element accesses and a copy is O(n) contiguous bytes, so paying a slightly dearer access n log n times to save 2n copies loses at every size and shape measured. The right-hand columns are the same to within noise, which is the point: the copy costs nothing measurable, and the array accesses inside the sort are what the whole exercise is buying.

Both directions of that copy are bulk operations. CopyTo is on ICollection<T>, so reading is one Array.Copy for any list that implements it sensibly. Writing back is one Array.Copy for a List<T> (AddRange takes its ICollection<T> fast path for an ArraySegment<T>), which is 4.4x to 13x faster than assigning through the indexer:

n Indexer loop Clear + AddRange
100,000 0.065 ms 0.005 ms
1,000,000 0.723 ms 0.164 ms

So: a T[] is sorted where it lies, a List<T> moves in and out in two bulk copies, and any other IList<T> reads in bulk and writes back through its indexer, because that is all the interface offers.

Bulk Operations on a List

Sorting is not the only IList<T> operation that was reaching every element through an interface call. The same measurement was repeated for the rest of them, and it splits cleanly in two.

An operation that always touches the whole range can afford a copy, and often does not need one, because the BCL already has a bulk primitive for it. Reverse and Fill take Array.Reverse and Array.Fill; List<T> carries its own Reverse(index, count). Shift stopped reversing anything: a rotation is two contiguous runs of the input, so the copy is written back in two Array.Copy calls rather than three reversal passes.

An operation that can stop early must never copy. IndexOf and LastIndexOf with a predicate return at the first match, and a copy would have read every remaining element before the predicate ran once. They get the free half of the change (direct indexing when the list already is a T[]) and nothing else.

Measured on .NET 9, int elements, best of nine runs, the same sources before and after. The IList<T> column is a list that is neither a T[] nor a List<T>, measured against two implementations so the JIT cannot prove the receiver's type and devirtualize the indexer; a first pass that used one sealed class reported a 4x regression that did not exist:

Operation n T[] List<T> IList<T>
Reverse 1,000 39.79x 29.58x 1.00x
Reverse 100,000 30.45x 28.76x 1.04x
Shift 1,000 30.63x 43.19x 4.06x
Shift 100,000 32.81x 35.76x 3.52x
Fill 1,000 38.00x 17.88x 1.74x
Fill 100,000 24.20x 10.15x 1.76x
Shuffle 1,000 2.06x 2.04x 1.61x
Shuffle 100,000 2.01x 1.98x 1.54x
IndexOf(predicate) 100,000 3.07x 2.37x 2.41x

Reverse on an IList<T> is unchanged by design: a partial range has no bulk write-back, and copying the whole list to reverse a few elements of it would be a pessimization.

Some of the IList<T> column is not the copy at all. Count was being read on every iteration of every loop (one interface call per element, for a value that cannot change) and hoisting it alone is worth 1.26x to 1.76x. That accounts for the whole of Fill(value)'s gain there, which is why it copies only for a list that offers bulk replacement and runs a plain hoisted loop for anything else.

A value that cannot change, except where it can. The methods that take a Func<> (Fill(factory), IndexOf, LastIndexOf, FindAll, Partition) deliberately keep re-reading Count and give up that 1.26x to 1.76x. A caller's factory or predicate can remove elements from the list it is being run over, and a hoisted bound then indexes past the end of a shorter list: an ArgumentOutOfRangeException out of a public API, where the loop used to stop. Their array fast paths still hoist, because an array cannot change length underneath one.

Dataset Scenarios

  • Sorted – ascending integers, verifying best-case behavior.
  • Nearly Sorted (2% swaps) – deterministic neighbor swaps introduce light disorder to expose adaptive optimizations.
  • Shuffled (deterministic) – Fisher–Yates shuffle using a fixed seed for reproducibility across runs and machines.

Each benchmark sorts a fresh copy of the dataset once and reports wall-clock duration. A cell reading pending means nobody has run this suite on that operating system, not that the algorithm is slow there.

Windows (Editor/Player)

Last updated 2026-05-08 04:05 UTC on Windows 11 (10.0.26200) 64bit.

Times are single-pass measurements in milliseconds (lower is better). n/a indicates the algorithm was skipped for the dataset size.

Sorted

List Size Ghost Meteor Pattern-Defeating QuickSort Grail Power Insertion Tim Jesse Green Ska Ipn Smooth Block IPS4o Power+ Glide Flux
100 0.005 ms 0.002 ms 0.001 ms 0.001 ms 0.002 ms 0.001 ms 0.001 ms 0.093 ms 0.001 ms 0.006 ms 0.001 ms 0.002 ms 0.001 ms 0.001 ms 0.001 ms 0.002 ms 0.002 ms
1,000 0.026 ms 0.031 ms 0.009 ms 0.007 ms 0.006 ms 0.007 ms 0.006 ms 1.16 ms 0.007 ms 0.110 ms 0.009 ms 0.019 ms 0.006 ms 0.038 ms 0.006 ms 0.006 ms 0.032 ms
10,000 0.324 ms 0.443 ms 0.090 ms 0.071 ms 0.055 ms 0.069 ms 0.053 ms 14.4 ms 0.071 ms 1.56 ms 0.091 ms 0.190 ms 0.059 ms 0.616 ms 0.055 ms 0.054 ms 0.434 ms
100,000 3.93 ms 5.78 ms 0.894 ms 0.703 ms 0.542 ms n/a 0.527 ms 181 ms 0.702 ms 20.2 ms 0.897 ms 1.91 ms 0.597 ms 7.46 ms 0.545 ms 0.530 ms 5.50 ms

Nearly Sorted (2% swaps)

List Size Ghost Meteor Pattern-Defeating QuickSort Grail Power Insertion Tim Jesse Green Ska Ipn Smooth Block IPS4o Power+ Glide Flux
100 0.002 ms 0.002 ms 0.002 ms 0.001 ms 0.002 ms 0.001 ms 0.002 ms 0.099 ms 0.001 ms 0.006 ms 0.002 ms 0.002 ms 0.001 ms 0.002 ms 0.002 ms 0.002 ms 0.002 ms
1,000 0.026 ms 0.031 ms 0.037 ms 0.009 ms 0.019 ms 0.008 ms 0.015 ms 1.20 ms 0.007 ms 0.110 ms 0.034 ms 0.019 ms 0.008 ms 0.047 ms 0.025 ms 0.016 ms 0.034 ms
10,000 0.326 ms 0.444 ms 0.508 ms 0.081 ms 0.258 ms 0.071 ms 0.192 ms 14.1 ms 0.078 ms 1.57 ms 0.466 ms 0.198 ms 0.079 ms 0.721 ms 0.403 ms 0.181 ms 0.440 ms
100,000 3.99 ms 5.88 ms 6.07 ms 0.820 ms 4.06 ms n/a 2.75 ms 189 ms 0.802 ms 20.3 ms 5.74 ms 1.96 ms 0.720 ms 8.66 ms 5.75 ms 2.43 ms 5.58 ms

Shuffled (deterministic)

List Size Ghost Meteor Pattern-Defeating QuickSort Grail Power Insertion Tim Jesse Green Ska Ipn Smooth Block IPS4o Power+ Glide Flux
100 0.010 ms 0.008 ms 0.006 ms 0.007 ms 0.008 ms 0.018 ms 0.011 ms 0.041 ms 0.008 ms 0.009 ms 0.008 ms 0.011 ms 0.005 ms 0.006 ms 0.023 ms 0.012 ms 0.008 ms
1,000 0.167 ms 0.137 ms 0.096 ms 0.107 ms 0.111 ms 1.67 ms 0.159 ms 0.442 ms 0.117 ms 0.139 ms 0.104 ms 0.200 ms 0.092 ms 0.109 ms 0.432 ms 0.172 ms 0.105 ms
10,000 2.32 ms 2.00 ms 1.30 ms 1.48 ms 1.55 ms 166 ms 1.67 ms 5.46 ms 1.46 ms 1.90 ms 1.39 ms 2.89 ms 1.27 ms 1.63 ms 5.95 ms 1.94 ms 1.49 ms
100,000 33.6 ms 26.4 ms 16.2 ms 18.8 ms 18.9 ms n/a 21.8 ms 68.2 ms 18.9 ms 24.0 ms 17.0 ms 36.9 ms 15.8 ms 20.1 ms 79.3 ms 26.2 ms 18.8 ms

macOS

Pending: run the IList sorting benchmark suite on macOS to capture results.

Linux

Pending: run the IList sorting benchmark suite on Linux to capture results.

Other Platforms

Pending: run the IList sorting benchmark suite on the target platform to capture results.

Refreshing these numbers

Run IListSortingPerformanceTests.Benchmark from Unity's Test Runner. It rewrites the section matching the operating system it ran on and leaves the others alone.

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