Yes, up the time scale > 300 ms so the ridges decay into the floor.
Here is a perfect room waterfall. (Don't freak, no one ever gets even near this in reality).

Ideally, the entire face of the mountain should fall off evenly as it moves toward you (out of the page). This means that all freqs in the room decay evenly.
The ridges and crevices on the mountain face are caused (mostly) by room modes. The modes are caused by standing wave peaks and nulls that I mentioned before and these are due to the dims between parallel walls and ceiling to floor.
If you add corner traps, some of the ridges would begin to smooth out... wall to celing corner traps would smooth yet more... wall to floor corner traps even more.
The tricky part here if you overkill the low end traps and the lows decay faster than the mids/highs, the romm will be overly bright. If the highs/mids decay faster the room will be dull or dead.
In your graph some of the freqs take longer to decay than the max of the test. This is why it looks like it was sliced at the front.
If ridges extend really far forward, the room will boom at that freq. Crevices indicate that that freq will be deadened.
Rerun the test with the time scale lengthened until all the ridges decay into the floor and repost.