Synchronising and updating actor transforms in Mass Entity performance

Hi Ben,

This is indeed an issue of needing to make changes between Mass and Actors that requires game thread access which can become quite expensive. Our approach has been to limit the amount of entities spawned as Actors with ISM representation for further away entities. Is it at all possible to use less complex ISM representation for more of the entities? There has been some work on internal projects using Mass, and I will reach out to some of the team to see any settings or number of Actors being used there as it is targeting 60 FPS.

we were hoping to try and split the process into multiple threads using `ParallelForEachEntityChunk`

In some recent perf testing, we found that parallelizing usually did not become a net positive for performance until over 10k entities. The overhead in setting it up seems to outweigh benefits in the current setup. This was for Mass processors in general, and I do not believe the testing harness included translator processors as we wanted to check perf of Mass and not in the sync points.

-James