Off stage content killing frame rates

Hey,
I'm working on an iPhone game using AS3 and I've got it working pretty well on the iPhone 3G.  I intend to compile it with AIR 2.7 (or 3.0 when it drops), but for testing purposes, I do everything on my 3G.  Here's the problem, I get a solid consistant 24fps until one of my objects moves offscreen - even partially.  If my "character" even goes a few pixels past the edge, frame rates drop tp 9-10 fps.  I've had a few people already suggest not allowing anything to move offscreen, but that's not feasible.  I've gone through my code to make sure there isn't a programmatic reason this happens, and I've created a seperate project specifically to test this - with no game logic, simply moving an image across the screen, frame rates bottom out once content goes over the screen edge.  I've tried using masks, I've tried using scrollRect, I'm using cacheAsBitmap, and there is no scaling, only x,y translation.  Any help or suggestions (except for telling me to switch to Obj-C, there has to be a better answer than that) would be greatly appreciated.

hummm...  I know this shouldn't make a difference, but it might be worth trying:  create a bitmap that is the same size as the stage, and manually render your sprites to it via BitmapData.draw().  Actually, this should make things a bit slower, logically: but hey, Flash has its own logic sometimes..
Tip to improve the fps: you can always render some or all your assets to a bitmapData that is half the size of the screen, but whose Bitmap container is inversely scaled by a factor of 2 (stage.quality shoud be set to StageQuality.MEDIUM to take advange of bilinear sampling in CPU mode -- In GPU mode, you'll get trilinear for free, I think).  Also, make sure your Bitmaps have smoothing set to true.  This will radicaly improve the fps, but make your assets a bit blurry.

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