Yeah, absolutely. I know a lot of players are concerned with the FPS. First of all, I want to thank every single person who plays PTU and all the amazing people who play Evocati, and the great people that I woke up during the night, like, hey, I have a new combination I want to test, and people calling each other and coming online. This is amazing. I couldn't have imagined this was even possible. In my interview a year and a few months ago, I was asking, how do you guys test? It's like, we use people. Like, what do you mean? It's like, our players are awesome. You just say you want to test that, and you'll find people coming from nowhere. So what you guys do at PTU is define pain points that should be addressed. Optimization is a deep rabbit hole where you always need to be worried about premature optimization. But also we have a product out in the market that you guys are playing, and we want to make it playable and fun. What I'm trying to do, with my team and with the guys working in Frankfurt and the guys working in the UK and over here and in LA, is to point them as much as we can to that main pain point, like, oh, if you spend some time on this, we might get some advantage. But what we have right now is nowhere near what we would deliver. We have so many tricks in our bag that we know it's not the right time to bring in. But we really need to care about, yeah, you guys were suffering that much and we enhanced it 10%, 5%, 7%; it's still livable. And we're still keeping an eye on what's going on. And also, sometimes we are not willing to enhance anything right now, but we want to see: did our new code logic or complexity tax us a lot? Did it become very expensive or not? So thank you so much, guys, for all the amazing work you do testing PTU.