Playing yesterday with feragarach i noticed game-lag (not special for a many player game)
I thought it was network lag but profiling the game it turns out it is actualy the "state hash check".
The screenshot was taken in the beginning of a multiplayer game with 8 AI-player on a giant map.
In ComputeStateHash we first check if the entity has a component that has to be serialized and then serialize the entity by again search for a component that has to be serialized.
With this diff we start serialising at the first component wich has to be serialised.
It is hard to benchmark since it is not executed in the replay.