FPS and FixedUpdate question.

If I have a final build made with Unity set to run FixedUpdate 100 times per second and someone with a slow computer is trying to run it, would it slow down the FPS to keep 100 FixedUpdates per second?

Something like 10 FPS and 100 FixedUpdates or would it be more like 30 FPS and down to 80ish FixedUpdates?

Anyone know any details? Is there a certain ratio enforced at certain FPS?

it will begin to jump as the fixed updates and the rendering will start to fight for the cpu time and in the end, both will lose.

You will have to change the fixed update rate at runtime through a script to scale with the performance