The ALINE package has been engineered from the beginning with high performance in mind. As much of the work as possible is kept off the main thread to keep your frame rate high. Behind the scenes the ALINE package extensively uses the Unity Job System and Burst for maximum performance.
From regular C# code the package is already very fast, but if you want that last bit of performance you can even draw from within burst jobs. You can even draw in parallel with the Unity Job System with barely any additional complexity.
Each test below was repeated for many frames and the median of the execution times was recorded.
In the benchmark shown on the left 10000 random lines are drawn each frame with random colors.
ALINE significantly outperforms both Unity's Debug and Gizmos API. Also notable to mention is that in this test the Unity APIs require 20000 draw calls while ALINE only uses 3.
In the benchmark shown on the left 1000 random wire spheres are drawn each frame with random colors.
Since Unity's Debug API does not have a primitive for spheres one needs to write custom C# code to draw the individual segments.
This is much slower and the quality is lower since a fixed number of segments are used for each circle (the circles may not be smooth when zooming in).
Drawing from a burst compiled method is not much faster in this case since the slow part (generating the sphere vertices) is already internally burst compiled even when drawing from a normal C# method.