Hmm.. what is this test really showing you?

You display a lot of untextured animated Models.
But in the final game, the client must display levelarchitecture
and multiple Models with a lot of different Textures,
plus other visual and logic calculations running at the same time...
What gives a high framerate in this setup, might as well
give you a low framerate in a full feature running client.

You should rather make a testapp with a lot of textured dummyobjects
plus terrain, plus dummycalculations running.
That will give more useful frameratedata.