In absolute terms yes, but relative to the CPU speed memory is ridiculously slow.
Quake struggled with the number of objects even in its days. What you've got in the game was already close to the maximum it could handle. Explosions spawning giblets could make it slow down to a crawl, and hit limits of the client<>server protocol.
The hardware got faster, but users' expectations have increased too. Quake 1 updated the world state at 10 ticks per second.
Quake 1-3 uses a single array of structs, with sometimes unused properties. Is your game more complex than quake 3?
The “ECS” upgrade to that is having an array for each component type but just letting there be gaps: