Your code in #8:
Local start:Int = 0
Local stop:Int = 9999
Local t1:Long
Local t2:Long
Local tt:Long
Local ttt:Double
Local tti:Long=0
Local ttx:Double
While Not KeyHit(KEY_ESCAPE)
t1 = MilliSecs()
For Local i:Int = start To stop
PositionEntity(cam, Vec3(1, 1, 1))
Next
t2 = MilliSecs()
Local tt:Float = t2 - t1
tti:+1
ttt:+tt
ttx=ttt/tti
Print "tt=" + tt + ", ttx=" + ttx
UpdateWorld();
RenderWorld();
Flip(0);
Wend
You're calling MoveEntity(cube,vec3(1,1,1)) 9999 times and then updating once. This will make the cube move, not 9999 times (vec3(9999,9999,9999)) but only one time (vec3(1,1,1))
Don't get me wrong, the idea of doing a test like this can be very useful, but comparing commands like in your test isn't. These are not relevant speed tests: In a game, using MoveEntity more than once before an update is simply a design flaw.