11768 triangles for only 10 cubic meshes

There are 11768 triangles being rendered for only 10 cubic meshes. Is it able to avoid unnecessary rendering by culling unvisible objects?

Rendered UI also increases triangle count

The number of triangles for UI should be less than 2000, there are still ~ 9000 triangles for the cubes. Many invisible objects are still not culled by the engine.

This topic is related: Triangles calculation in DebugHud

You also get ~9k for the HelloWorld demo in DebugHUD

Every char = 2 triangles
Also every char rendered twice (shadow + letter itself)