First off, we get feedback internally from the people who make Star Citizen because, A, they don't on a day-to-day basis play it. So it means that we can utilize people to come and play the game and it gives them a bit of fun. They can come and enjoy playing, shooting each other. That's fun. It's good to have a bit of a blow, a bit of steam off in the day. And everybody who is a game developer, I hope, I pray that they like games. And if they don't, they should give up the position. It should be mandated that you give up your position to somebody who does like games. But anyway, so on that front, it's good that they're the first bastion. They're the first gateway for us to be able to get feedback from. And the people are super passionate about Star Citizen and they're super passionate about what we're doing. So it's an incredible amount of feedback that we can get back. So they're the first gateway that we have. So we go, okay, let's see what the 700-odd Star Citizen developers say about it. Then when we go to Evocati, obviously Evocati are our, they're the top gun, should we say, they're the 1% that are able to come and help test the game mode. And they understand that the performance might not be the best, that they might run into crash bugs, that there might be these issues that they're going to run into, or they might have to jump through hoops or copy their account over or do X, Y, Z to be able to play the game. And it is a specific window on a Saturday or a Sunday to go and do that. And that's an incredibly valuable asset to use to be able to get that information. Now, as Sean already touched on and I touched on previously, the game mode that we're making, in terms of the environment that it's in, to understand the fun, to understand the gameplay, I think the performance has to be at a level that you can at least see past it. You can at least go, okay, I see what they're trying to do here, but I'm walking over a bit of hot coals to get there. So, oh, maybe the audio is not that great or the balance of the weapons is not that great, but they know that the balance is intrinsically not that great in this area in Star Citizen, or they know that we've disabled missiles or whatever. And I think when you have to caveat a lot of what you're trying to achieve, like healing's not in there or mounted guns are not in there or the tank's not in there, I think when you have to caveat a lot of the gameplay, going to a wider audience is always a risk. A risk because the reason is not why we're going wider. The reason is why do we do these tests in the first place? Well, we do these tests in the first place to gather information, to gather, like, is the map balanced? Advocacy versus Supreme, do we get roughly equal amounts of wins? Yes, we do. How do people feel about the balance between air versus ground versus ground versus ground? How do we see the progression? Are people actually playing through the map? Do they understand how to play the game mode? Is it doing what we want? Are people utilizing all of the area that we're giving them to play? And I think when we have that information and we can distill that information, or above everyone, what is the mean FPS of all the users that are playing it? Now, as long as we've got a big enough sample size to be able to ascertain that information, then that's all we need, because that validates what we want. There's no reason for us to do a test just because we should just do a test. We do a test because we want to gather information back to make sure that, A, we're going down the right road. B, have we made improvements with the performance? C, is the map and the creative areas of the map, are they hitting the right boxes? Are they doing what we're trying to achieve? And that's why when we go to Evocati, I think we get that information. Now, we could go to wider PTU, but I know personally, I would rather have slightly better performance before opening up to a wider audience. And we saw that with Evocati. We saw the litmus test where when we went to Evocati the first time around, performance was poor and it prevented us getting back information that we needed to progress the mode, because the only information that we got back was performance is poor. We did address that. We pushed another patch out like four weeks later. I think this was way back when. And then, lo and behold, we did get a load of feedback back, like, okay, I'm not sure about the spawn screen, or how does this work, or what? And we got some really good feedback to understand what we needed to do next. And I think, so, we will always advocate going wider to the PTU. I think there's no reason for us to go live live, because if we go live live, it's just dropping it there. We're using it as a tool to learn and iterate and understand what happens when we make these changes. And Evocati is giving us that information and internally is giving that information. We've done quite a few tests where we've gone, actually, you know what? We've had quite a lot of information from internal. Let's not go to Evocati. Like, we've already canceled one Evocati playtest because we had enough feedback internally where we were like, okay, we feel like we should address this before we go live. And that's not just performance related. So then we can iterate on it. So in terms of going wider, that would be the honest answer, is that we've got the information we need before we go to the next step.