I didn’t get the chance to run the benchmark as I don’t have that phone and I was short on time but if anyone is curious and has some free time, I would love to have them test and share with us the results.
go.animate is at least 3x more efficient, but probably a lot more than that. If you compare this bunnymark: https://github.com/britzl/defold-bunnymark/blob/master/bunnymark/go_animate/go_update.script you will be able to reach the current instance cap of around 32k game objects while retaining 60fps on a desktop machine. On the same machine I was able to reach around 9k game objects with the bunny mark I posted earlier in this thread.
Are you using Defold 1.2.82 or something above that in the alpha channel? Sprite performance (and overall performance) got some massive optimizations in the most recent update.
I think the desktop machine result was not seen properly
I tested using 1.2.82 and the sprite is the same as the bunnymark found on the webs. After doing the changes that @britzl suggested, I got up to to 11000 GameObjects @60fps getting moved procedurally which in my opinion is pretty good.
Even for mobile, my benchmark showed that at 500 GO (on my crappy tablet) Defold was running smooth. I doubt that I’ll ever need to use so many GO.
What I was curious about is that @britzl example was starting at 44 fps with 100 objects on my tablet and I can’t explain why.