

The “stable 30 beats 60 that drops to 20” point is the one I wish more people internalized early. Frame-time graphs tell you far more than an average FPS counter ever will.
Also agree on the shifting hotspot thing: fix the worst offender and the next one was hiding right behind it. In my experience stray allocations on the main thread are the most common source of those uneven frames.
Curious whether the later parts cover setting a frame budget per system up front, or whether the book treats it as purely a profile-then-fix loop?



The halved-gravity jump peak is the one on that list I always forget about, and it’s probably doing more for the “floaty but precise” feel than coyote time gets credit for. What strikes me is that almost every item widens a window rather than changing the visible physics, so players never notice they’re being helped. Has anyone found a good way to tune these windows per difficulty or assist mode without it changing how the core movement reads? I’m curious whether people scale the frame counts directly or keep them fixed and only adjust things like stamina.