Is there any other better way to reduce cost?

my 2d game engine sample :


I applied a space division algorithm and ignored all of 2d draw calls from off-screen.
thanks to this, computing and rendering cost has been drastically reduced. :laughing:

now 15,000 objects were my maginot line for 60fps.
but I want to keep at least 100,000 objects alive // not passive… they’re must be active.

Is there any other better way to reduce cost? :shushing_face: