Good read. There is no easy recipe to 60fps. Here are some other things to think about:
- Number of physics/logic steps per second. A good 3D Pinball game could do 1500 physics iterations per second on a PC, but may not be able to do that on a low end phone.
- Display size and fill rate issues. iPads with the same processor used to do worse than their iPhones. There must be a scale/virtual scale factor considered when rendering.
- Texture/Compression/Bandwidth changes. Not every device will be able to use the exact textures or compression method.
- Touch/Input latency issues. It is important to not aim for the unrealistic mega player who works with frame data. It should be a little forgiving.
- Better to drop frames or do adaptive screen scaling as required in a highly interactive game.
- Better to have a benchmark framework within the game to set sane defaults on initialization.