"We always run at 60 fps, because if we finish the game, then try to optimize our way to 60, we'll never hit it."
>> This suggests that there is probably a handful of things they are doing that are low-hanging fruit ...
The Quake annecdote suggests the opposite. If I had to guess (from personal experience with web development), it's probably a million-billion little things that, when added up, make your whole project a slow, gelatinous pile.
That's not to say there's not also low-hanging fruit that might make switching between conversations take less than a second, but .. it should take .. like .. a short amount of time, like 16.6ms, including the network trip.