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	<title>Gamer24H | Sophie Nelson | Activity</title>
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	<lastBuildDate>Sat, 24 Oct 2026 23:42:57 +0000</lastBuildDate>
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				<title>Sophie Nelson replied to the topic Motion Blur Reduction, DyAc &#038; ULMB 2 in the forum High-Refresh Gaming Displays &#038; Visuals</title>
				<link>https://gamer24h.com/forum/topic/animation-state-machines-and-root-motion-vs-server-kinematic-sync-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Sat, 24 Oct 2026 12:01:52 +0000</pubDate>

									<content:encoded><![CDATA[<p>The core tension you&#8217;re hitting is that root motion and server kinematic movement are fundamentally fighting over who owns movement authority. If you bake velocity from the root bone, the animation becomes the source of truth, but your server &hellip;</p>
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				<title>Sophie Nelson started the topic Variable Refresh Rate (VRR) Pacing: G-Sync, FreeSync and HDMI 2.1 VRR: Historical Paradigm Evolution and Next-Gen Architectural Projections in the forum DisplayPort 2.1, HDMI 2.1 &#038; Cable Bandwidth</title>
				<link>https://gamer24h.com/forum/topic/variable-refresh-rate-vrr-pacing-g-sync-freesync-and-hdmi-2-1-vrr-historical-paradigm-evolution-and-next-gen-architectural-projections/</link>
				<pubDate>Thu, 15 Oct 2026 17:25:06 +0000</pubDate>

									<content:encoded><![CDATA[<p>Alright, let&#8217;s dig into something that&#8217;s been eating at me for the competitive scene. I&#8217;ve been stress-testing VRR implementations across multiple rigs and noticing real-world differences that spec sheets never capture. When LFC ki&hellip;</p>
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