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I think there's two separate issues. The first which is your main complaint is the poor performance on modern systems of games. Totally agree, it's a combo of laziness, customer acceptance, and schedule/priorities that leads to it. I'm right with you on the frustration.

Tying into that is why I don't do a blanket 60fps in all cases, which is respecting the player's resources. If I was making a tetris clone, where the block falls at a set step every x milliseconds, all I'm doing is wasting their battery with double the frames.




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