Look what magically happens when I position your cubes in a slightly different way, so that the first cube is at 0,0,0 and the last cube is at 0,0,1.1, and the rest are spaced evenly inbetween: they run at the same speed on my computer, ~138 fps.
Note that positioning the cubes this way is actually faster than positioning them all at 1.11, so it is not the fact that they are smaller that makes my example render faster. It is the fact that the depth buffer can be used to avoid redrawing pixels that have already been drawn.
sync rate 0 : sync on : autocam off : position camera 0, 3, -10 : point camera 0, 0, 0
mode = 1
do
if mode = 0
if spacekey()
mode = 1
delete objects 1, 10000
for a = 1 to 1000
make object cube a, 1
position object a, 0, 0, a*0.0011
next a
endif
else
if spacekey() = 0
mode = 0
delete objects 1, 10000
for a = 1 to 1000
make object cube a, 5
position object a, 0, 0, a*0.0011
next a
endif
endif
set cursor 1,1
print screen fps()
sync
loop
Also, if you have a level in an fps game that is expensive to render, and you draw a low poly weapon in front of the scene, the more of the screen the weapon covers, the faster the game renders. (assuming the weapon is rendered first)
Quote: "Pwnt."
Pwnt.
[EDIT]
Also, with all the cubes positioned at 0,0,0, creating a size 8 cube at 0,0,0 with id 1 will cause a significant increase in fps. (Change the delete object and make object to start at 2.) The cube MUST be created with an id lower than the other ones so that it is drawn before them, since dbp can't do much to sort a bunch of objects all positioned at 0,0,0.