Testing some optimizations on forward movement Most frames in games are just standing still or moving forward so this can be an optimized scenario This method get ~20% boost in performance for this scene.
I think is called Temporal coherence optimization 1. Only bfc & sort when camera moved other than forward 2. Only calculate vertex transform if visible in last frame (not frustrum culled) Based on @chrome_cat engine Mario64 DS peach castle model (958 vertex's)