Well its been proven in user findings since why back in EA testing, which is why the issue continues to crop up. The serious lag issue found in specific locations (regions as small as a single tile) as opposed to general overall poly count and fps is something that Lee aparently could not fix as he was unable to find the exact reason for the problem. As far as I am aware the problem, bug or however you want to describe it was never either found or fixed and still remains - though Lee did of course do what he could to improve speed wherever possible and overall I would say FPSC V1 is somewhat improved over EA, except for the said seemingly unacountable massive jumps in poly counts in specific areas.
Indeed it is possible when moving in one direction towards the same view to stand on three different tiles and get at least two massively different fluctuating polycounts and fps returned. e.g. 24,000poly,50,000poly,24,000poly (or greater variances) and reflective fluctuating fps. Its even possible to stand on two different tiles and get 32fps on one and on the next tile 1fps which if youre not careful will kill game.exe dead and cause a forced exit to be necessary.
In general terms FPSC poly counts and fps is as to be expected in an engine which has an empty level fps cap of max 33fps. Nothing else to be expected in any engine under those circumstances - if you add stuff fps is likely to drop off as you go. In fact in those circumstances it seems to me that FPSC holds up fairly well - certainly in indoor areas.
Somewhat more flexibility in user : max fps specification would be helpful - and if the lag prob could be tracked down and fixed that would allow much greater flexibility in level design and consrtruction without the need to constantly be prepared to redesign levels to accomdate and work around the lag areas. i.e. design to your design (within sensible limits) and not FPSC forced design. By and large its almost there - but the current restrictions and issues prevent what would seem to be a giant leap in users creativity.