Presumably github repo privacy state has an audit trail. This would allow GH to prove / disprove claims on any given repo easily. I hope a rep steps in to do so.
Interestingly my public code with thousands of stars isn't in "The Stack".
There's no archived version on archive.org at least.
Now if your code is so optimized that it can run at 6000 fps, at that point you can say “gee, I don’t need this many updates a second, let me cap it to x frames per second.” But how do you do that? The GPU is grabbing finished frames out of the buffer at its own pace, whether you are generating them at 6k/sec or just 5/sec. To cap your cpu consumption you would usually say “we need a new frame every 0.015s to always have a new frame ready for the GPU so that the screen updates sixty times a second, so if we finish a frame in 0.001s instead, sleep (effectively yielding cpu consumption to other processes) for 0.01 seconds after we run through the loop” - but while that may work for some things, there are other stuff that need to happen “in real-time” such as reloading the audio buffer (to avoid pauses or corrupted/garbled audio), etc and you also can’t rely on the system to actually wake you before 0.015s even though you asked it to wake you after just 0.01s to be extra safe.
Tl;dr, yes, once your code is running at 6k fps, then capping it to reduce consumption is an option, but running at 6k fps doesn’t actually increase cpu vs inefficiently running at 30fps.
Your logic loop that controls the game state can be set to an optimal tick rate so it's not just maxing out a core.
The audio buffers I've worked with have also supported callbacks so they can remain optimally filled.