anchor.diff:          //
           // { mutable P : Vector2; mutable V : Vector2 }         5M / 1.25M when placement randomized
           //
  -        // [| [| componentRef P |] [| componentRef V |] |]      4M / 2M #if !SYSTEM_ITERATION
  +        // [| [| componentRef P |] [| componentRef V |] |]      4M / 3M #if !SYSTEM_ITERATION
           //
           // [| [| ref P |] [| ref V |] |]                        2.5M
           //
  
positive.code:         // create systems
          let _ = ecs.RegisterSystem (SystemCorrelated<Velocity, World> ecs)
          let _ = ecs.RegisterSystem (SystemCorrelated<Position, World> ecs)
          let _ = ecs.RegisterSystem (SystemCorrelated<MoverStatic, World> ecs)
          let _ = ecs.RegisterSystem (SystemCorrelated<MoverDynamic, World> ecs)
  
          //// create object references
  
negative.code:         //            obj.P.P.Y <- obj.P.P.Y + obj.V.V.Y
  
          // create 3M movers (goal: 60FPS, current: 54FPS)
          for _ in 0 .. 4000000 - 1 do
              let mover = ecs.RegisterCorrelated Unchecked.defaultof<MoverStatic> Gen.id
              mover.Index.Velocity.Index.Velocity <- v2One
  
  