Playing around with Flocking, and removing GC calls, and optimizations for large numbers of independent groupings. I think this is way more than I plan on controlling at any given time, but 3,000 runs pretty smoothly even without the CPU batching planned in Unity 5.6.
A little more contextual example would be 47 Squadrons of 7 ships each with their own dynamic targeting / pathing. This video was captured while playing in Unity on the HTC Vive at 140 fps using an nVidia GTX 980. This also has an extra 200 draw calls in the scene just to make sure I have plenty of headroom for performance once everything is added.