# Objective - After #12582 , Bevy split visibleEntities into a TypeIdMap for different types of entities, but the behavior in `check_light_mesh_visibility `simply calls HashMap::clear(), which will reallocate memory every frame. ## Testing cargo run --release --example many_cubes --features bevy/trace_tracy -- --shadows ~10% win in `check_light_mesh_visibilty`  |
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