How are the symbols represented in the scene graph and on screen? How many different types of symbols do you have?
What are the dynamic aspects to the simulated objects, as you mention AnimationPathCallback I presume you are animating a transform. Is this just xyz translations? I don't yet understand enough about the specific usage case but in principle I'd suggest looking at geometry instancing as a possible technique for leveraging the GPU more and minimizing the CPU overhead. It may be possible to just position your objects using an osg::UniformArray and an appropriate shader to unpack this and create the required modelview matrix to position/colour each instance of a symbol.
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