I have been testing out the ECS frameworks Flecs, Mass, and Apparatus and I must say, I was pretty impressed by how easy it was to get up and running with Apparatus. Without any optimization, I was able to spawn 10,000 entities with colliders and still get a decent frame rate. Even more impressive was when I tested with 100 networked NPCs and vertex animated entities, and the visuals were seamless.
However, With 50,000 entities, I was able to get up to 8 FPS without any optimization. Which I'm pretty comfortable saying you could probably get that FPS back up with some optimization and tricks. As who needs to actually see 50,000 entities on a screen at any given time.
What's important here though for me is having the server loop over the traits and move the objects regardless of rendering with network built in. That's where the real money shot is imho.
Using vertex animation (Static Mesh) instead of Skeletal Mesh for vertex animations will give me more performance at large scale.