Ah no, that was me early on saying I managed 8 fps in my game on an ipad 2 - but that is drawing errrr dunno, around 150 ‘polygons’ (IE distorted images) per frame. I’ve got that now up to around 60fps, although it is borderline - on more complicated views it drops to 30 fps, so finding the sweet spot would be tricky if I were aiming for 60 fps (but I’m not, I’ll likely set the config framerate to 30, and the engine itself will only update at 15 or maybe even less).
Can you have realtime 3D? yes - the racing game demo easily runs at 60 fps including the fullscreen motion blur (although you naturally just keep adding more and more objects until it doesn’t).
I did a brief test earlier with super-hacked smooth movement and yes, it is fine (as in, there’s no speed hit for tweening between cells in my game, as opposed to moving cell by cell), because it is just drawing the same view with a few values. What I can’t do is rotate, although that’s a limitation due to the nature of the game, not anything inherent in graphics 2 (and if I have time soon I’ll try to sort out a mode 7 demo).