skip what the camera cannot see
The frustum is the part of the world a camera can see, shaped like a pyramid with its tip cut off. Frustum culling tests each object's bounding volume against it and skips the objects outside, so the GPU spends no time on them. In the demo the camera turns, and only the boxes inside the cyan wedge are drawn solid.
Add frustum culling: each frame, build a frustum from the camera's projection and view matrices, test each object's bounding sphere against it, and skip both the draw and the animation update for objects fully outside.