How useful is it to keep a measurement of framerate over the course of long times (such as an hour) spanning multiple scenes/data environments?
I've had plenty of times where data throttling/pushing was based on a poll of what's going on in regard to framerate over the course of a minute. I've used ~10 minutes a few times when the game can be sensitive to upcoming high-detail/volume renders to task some unused processing power/memory bandwidth ahead of time.
Anyone come across any situations where long-term polling of frame speed is useful?