Worldtoscreen usage script performance spike?

im calling camera:worldtoscreenpoint everytime i do visual effects to see if i should render them or not, for better performance, prior to switching to worldtoscreenpoint i used a culling module i found somewhere , where if i fired a bunch of bullets under 0.5 sec with all the effects, script performance would be 1.5-2.4% but since i started using worldtoscreen it spikes to 2.5-4%, is there an alternative or less laggier solution to worldtoscreenpoint? the culling module i used pretty much only checked magnitude in a radius, but it would still render if its behind your screen