For 99% of games and hobby gamedev's though it's good enough (just like Unity). Given enough time and funding Bevy will get there, but such performance is becoming more and more irrelevant every year tbh.
Are you saying that would be a bad idea?
It just needs an editor (or even a gameplan for what an editor would look like), animation, halfway decent rendering pipeline... it's a very long way from production ready.
I went into it thinking I needed a bunch of ECS multithreading to make it run on an Oculus Quest 2, but honestly, it's completely unnecessary. Vanilla essentially single threaded Unity C# with careful asset optimization, and I get get ~60+ rigidbody running on a mobile chip at 72 fps. I haven't been able to survive a dogfight against more than 12 enemy ai fighters
Tim Sweeney was right, ECS for optimization purposes is overkill for most games and is best relegated to fancy particle systems (which is the route Unreal went)