I see you're trying to help, but sadly the idea above is not worth the effort. Actually we have the full game source code (which includes server and client) so implementing new content is not really a problem. Rebuilding the game in unity3D/Unreal engine would take years of effort, since we would have to remake the game from scratch, because even having the resources, there's still a lot of code to be rewritten. Without mentioning the fact that C++ is actually the most powerful language for game development. As for the advantages you mentioned above, I don't know where you got this information from, but it is no longer true in real world applications. C# has a low performance and it's easy to decompile any code written in virtualized languages, plus it requires a lot more to run a game built in C# than in C++ (Net framework, Redist 2017 and other dependencies), just take kurtzpel as example, it was built in unreal engine, and still people can't run it properly even with high computer specs. Now regarding the FPS issue, it is not a problem on our side, even we knowing where the problem is and how to fix it, it's a thing that depends 100% on microsoft.