Hi, like the link says, denormals are actually very rare, so statistically they don't impact framerate (unless you're doing something extremely wrong or prone to denormals that forces to hit denormals too often per frame).
This specific test bench shows because it keeps dividing by the same number 9000000 times. This is not a realistic scenario.
We can't set the flush mode because it's a thread-wide operation, making it a bold move if the user linking against Ogre expects denormals to behave as denormals.
If you don't care for denormals becoming zero (which is common for most games) set the flush to zero mode at the beginning of each thread you spawn in your own program.
I suggest you read the
great Floating Point article series from Bruce Dawson for more information.