anchor.diff:    #if SYSTEM_ITERATION
           // define update for static movers
           ecs.Subscribe EcsEvents.Update $ fun _ _ _ ->
  -            let components = moverSystem.Correlateds.Array
  -            let velocities = moverSystem.IndexJunction<Velocity>(nameof Velocity).Array
  -            let positions = moverSystem.IndexJunction<Position>(nameof Position).Array
  +            let components = moverStaticSystem.Correlateds.Array
  +            let velocities = moverStaticSystem.IndexJunction<Velocity>(nameof Velocity).Array
  +            let positions = moverStaticSystem.IndexJunction<Position>(nameof Position).Array
               for i in 0 .. components.Length - 1 do
                   let comp = &components.[i]
                   if  comp.Active then
  
positive.code:         //            obj.P.P.Y <- obj.P.P.Y + obj.V.V.Y
  
          // create 3M movers (goal: 60FPS, current: 54FPS)
          for _ in 0 .. 3000000 - 1 do
              let mover = ecs.RegisterCorrelated Unchecked.defaultof<MoverStatic> Gen.id
              mover.Index.Velocity.Index.Velocity <- v2One
  
  
negative.code:         // create systems
          let _ = ecs.RegisterSystem (SystemCorrelated<Velocity, World> ecs)
          let _ = ecs.RegisterSystem (SystemCorrelated<Position, World> ecs)
          let moverStaticSystem = ecs.RegisterSystem (SystemCorrelated<MoverStatic, World> ecs)
          let _ = ecs.RegisterSystem (SystemCorrelated<MoverDynamic, World> ecs)
  
          //// create object references
  