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His improved graph actually still doesn't hit the peak at all frame rates. The right way to do things from the usability perspective would be the calculate the peak and make sure the player can hit exactly that at some point. Otherwise areas that are supposed to be reachable may not be, as he says. The code for that wold be a lot more complex, though, so it may be the wrong thing from a business perspective, spending large amounts of your dev time on a small edge case of users and user situations.



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