Thanks for you reply.
My use case is :
I am testing the same convex shape(so far only sphere, cone, cylinder) many times against a single or maximally several complex not-moving triangle mesh(es)(concave). I am interested only in the first hit. The mesh can have up to hunderds of thousands of triangles.
Currently, I get almost same performance if testing againtst a moving object, and passive object, but building BVH for static mesh takes a much longer time, so using active object is actually faster. The performance goes down significantly depending on the density of the mesh compared to the size of the convex shape which is "swept"- a tiny body collides fast, with growing diameter the performance decreases rapidly.
Also, these other things I tried didn't change performance:
-I tried splitting the object into more meshes.
- I tried to send the start/end positions just where I estimate from previous sampled position could be the hitpoint.
These changed performance, but not significantly:
- removing bottom-facing faces (this is not good if testing from more angles, but so far I tested just from one side.. Still it takes time to search and delete the faces, quite a lot inside blender, so the gain is not so interesting.)
- choosing dynamic object rather than passive BVH object(this was very surprising), because of BVH building time, and the testing also performed a tiny bit faster(only about 0.2%)
To explain my motivation, I am developing a CAM addon(computer aided machining) for Blender, the website is here:
blendercam.blogspot.com,
so the test is performed to test a tool position against an object to be machined. Currently, it's only for 3 axis milling, which means the cutter is dropped on Z axis, but the addon should be extensible also for 4 and 5 axis milling. There are usually several thousand up to more than a million tests against the mesh.
Regarding motivation, I have mostly my enthusiasm to motivate others

I could also re-send some, or all of the donations I got so far for the project, which is still rather symbolic for such work.
I was asking because I thought there allready might be a method to achieve better results. Also, blender's rigid body simulation(in editor not in game engine), is probably not multithreaded, but I thought the convex_sweept_test might be multithreadable somehow, when passing e.g. all start-end positions for the sweep tests in lists.
I will be glad for any hints.