In Amethyst, or numerous other game engines, there is a distinction between update for the logic and fixed_update for the rendering.
Bevy 0.4 introduced states, but there are only enter, update and exit lifecycle hooks.
A custom stage can be made with constants from the stage module, but it only adds POST_UPDATE and PRE_UPDATE.
My question is in the title, but furthermore, if there is no equivalent, is there a best practice to run a system that handles the rendering?
A working solution is to make a second update system (called render for instance), my aim is however to improve performance if there is a better way to do it.