This is why I said FPS is a very misunderstood topic.
Since I wrote the some of the physics code that is used in GG, I have a better understanding of what is happening. (Check the credits)
For the physics to stay in sync with the visual representation the frame rates should not exceed 60 FPS which is the Vsync
rate of most monitors. Anything above 30 frames per second is good and will not be caught by the human eye.
Anything over 60 FPS is pointless and a waste of processing that can be used elsewhere.
Also Vsync prevents video tearing which you would not want your customers to experience while playing your game.
All game engines use timer based movement to keep everything smooth which is defeated by allowing the rendering to run wild.
I would not judge GG by what DBPro can do as Lee is using a highly modified version.
If you check the task manager while GG is in editor mode you will see it uses no GPU ram.
So in editor mode this would not be an accurate test of the GPU. It would also not be a benchmark of how well a game would run.
No game engine is ever judge for performance while running in an editor why would you want to hold GG to that standard.
This is a basic design principle of game engine programming to limit FPS and have a smooth performance.
The coffee is lovely dark and deep,and I have code to write before I sleep.