Demetari Same here to the second part <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
szymek I can make a game run 60fps in HTML5, but can I make my (big) game run that fast? Well in the case of PC games, technically yes, if I only expect super gaming machines to play my game. The problem is that I need the average Steam user to play it in order to have any sort of customer base, and their specs on average are not that high http://store.steampowered.com/hwsurvey
The best thing yet though is the set_minimum_fps action, which lets us now decide how frameskip works. I would rather hear complaints of "It's really slow!" than "My character fell through the floor" or other things that get strange when collisions and behaviors fail (due to large dT values).
Customers can understand that their PC shouldn't be playing the game when it's slow, but random glitches make it look like a bad game rather than just a game that they need to upgrade their PC for.
Also, if collisions are indeed skipping, and your game logic is dependent on said collisions systems, then it's safe to say your game is skipping logic at the same time as collisions skip, so with R210 and up it is great because instead of 10fps minimum before game slowdown, it's 30fps (a good middle road from my testing). Much less chance of collisions skipping without sacrificing too much speed for lower end PCs. (Thanks for this feature by the way Ashley!)