What on earth is all that time spent on? Doing ~2000 3x3 matrix ops should take a modern processor a few hundred usec surely?
To put the silliness of the 2000 number in context, look here at a showcase of the Unity ECS system from years (!) ago: https://software.intel.com/content/www/us/en/develop/article...
Their starting setup achieves 16000 textured and complex (relatively) models @ 30fps. Which is already much more than the "optimized" thing is achieving here. And it doesn't "cheat" by pretending to be fast via simply not doing to updates that are expected. And once they apply the various optimizations with memory layout etc... they get to 150000 (!) textured models moving about on screen @ 30 fps. So let's say 75000 @ 60fps, which is more than 35x as many objects, and the objects are much more complex.
Am I missing something? Why is "2000 cubes @ 60fps" extraordinary?