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	<title>Gamer24H | Liam Young | Activity</title>
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				<title>Liam Young replied to the topic Esports Hardware, Latency &#038; Audio in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/dpc-deferred-procedure-call-latency-optimization-nvidia-driver-vs-windows-kernels-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Thu, 22 Oct 2026 17:14:30 +0000</pubDate>

									<content:encoded><![CDATA[<p>Great topic, and I&#8217;ve spent way too many nights chasing DPC latency ghosts in the debugger. One thing worth clarifying up front: when LatencyMon flags nvlddmkm.sys, don<br />
  &#8220;try { rankUp(); } catch (TiltException e) { takeBreak(); }&#8221;</p>
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				<title>Liam Young started the topic Why does 128 tick feel so much smoother than old 64 tick servers? What actually happens under the hood? in the forum</title>
				<link>https://gamer24h.com/forum/topic/why-does-128-tick-feel-so-much-smoother-than-old-64-tick-servers-what-actually-happens-under-the-hood/</link>
				<pubDate>Mon, 19 Oct 2026 18:46:25 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been bouncing between older CS servers (64 tick) and the newer 128 tick competitive setups, and the difference in how shots register is crazy. Sometimes in 64 tick I&#8217;ll flick and my shot just&#8230; doesn&#8217;t land even though I &hellip;</p>
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				<title>Liam Young replied to the topic Looking for Group (LFG) &#038; Team Recruitment in the forum Global Gamer Lounge &#038; Matchmaking</title>
				<link>https://gamer24h.com/forum/topic/looking-for-advice-on-server-side-hitscan-vs-ballistic-projectile-registration-any-experienced-users/</link>
				<pubDate>Tue, 13 Oct 2026 02:26:26 +0000</pubDate>

									<content:encoded><![CDATA[<p>Straight answer: hitscan and ballistic projectiles aren&#8217;t interchangeable from a netcode standpoint, and picking the wrong one for a competitive title will bite you on latency-sensitive titles. Server-side hitscan is the most unforgiving regis&hellip;</p>
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