<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Gamer24H | Blake Gray | Activity</title>
	<link>https://gamer24h.com/members/frag-blake/activity/</link>
	<atom:link href="https://gamer24h.com/members/frag-blake/activity/feed/" rel="self" type="application/rss+xml" />
	<description>Activity feed for Blake Gray.</description>
	<lastBuildDate>Sat, 24 Oct 2026 13:32:02 +0000</lastBuildDate>
	<generator>https://buddypress.org/?v=</generator>
	<language>en-US</language>
	<ttl>30</ttl>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>2</sy:updateFrequency>
	
						<item>
				<guid isPermaLink="false">eb75cc77336df788c2b7ef7aa7bf8b89</guid>
				<title>Blake Gray started the topic PixArt PAW3395 and PAW3950 Optical Sensor Architecture and Surface Tracking: Competitive Benchmark Analysis and Hardware Interactions in the forum</title>
				<link>https://gamer24h.com/forum/topic/pixart-paw3395-and-paw3950-optical-sensor-architecture-and-surface-tracking-competitive-benchmark-analysis-and-hardware-interactions-2/</link>
				<pubDate>Sat, 24 Oct 2026 11:58:15 +0000</pubDate>

									<content:encoded><![CDATA[<p>The PAW3395 has been my workhorse sensor for years, but I want to know if the PAW3950&#8217;s native 1000Hz polling and advertised improvements actually carry over into competitive titles like Valorant and CS2, or if it&#8217;s largely marketing noi&hellip;</p>
]]></content:encoded>
				
				
							</item>
					<item>
				<guid isPermaLink="false">0dcdfd5af36a3241b8c9983b32928a97</guid>
				<title>Blake Gray replied to the topic Esports Hardware, Latency &#038; Audio in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/controller-hall-effect-joysticks-zero-deadzone-and-potentiometer-drift-fundamental-mechanics-and-deep-mathematical-modeling/</link>
				<pubDate>Sat, 24 Oct 2026 06:25:37 +0000</pubDate>

									<content:encoded><![CDATA[<p>Good thread so far. Let me add a bit on the actual mechanics since people keep hand-waving the drift issue. The core difference is that a classic potentiometer stick measures position via a wiper sliding across a resistive carbon track, so wear, dus&hellip;</p>
]]></content:encoded>
				
				
							</item>
					<item>
				<guid isPermaLink="false">c391f630dbe23126a44c249441d2ba36</guid>
				<title>Blake Gray replied to the topic Competitive Esports &#038; Pro Scene in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/overclocking-pbo-precision-boost-overdrive-curve-optimizer-vs-fixed-all-core-clocks-competitive-benchmark-analysis-and-hardware-interactions/</link>
				<pubDate>Wed, 21 Oct 2026 03:28:17 +0000</pubDate>

									<content:encoded><![CDATA[<p>Curve Optimizer is the way to go for competitive gaming, and here&#8217;s the reasoning: fixed all-core clocks give you that clean, predictable frequency across the board, but they&#8217;re fundamentally fighting against the silicon&#8217;s boost be&hellip;</p>
]]></content:encoded>
				
				
							</item>
					<item>
				<guid isPermaLink="false">29cd7b66a88e60fa5d3853e481f517e1</guid>
				<title>Blake Gray replied to the topic Competitive Esports &#038; Pro Scene in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/tactile-vs-linear-vs-clicky-switch-force-curves-in-esports-performance-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Mon, 19 Oct 2026 01:20:53 +0000</pubDate>

									<content:encoded><![CDATA[<p>The force curve you&#8217;re chasing matters most at the actuation point and the reset, not the bottom. In fast APM games like League or CS, I&#8217;ve found tactile bump timing is the real variable—too early a bump (Brown-style ~40g peak at ~2.5mm)&hellip;</p>
]]></content:encoded>
				
				
							</item>
					<item>
				<guid isPermaLink="false">5c6d4947218b2b1852f8e646bb929331</guid>
				<title>Blake Gray replied to the topic Anti-Cheat Systems &#038; Integrity in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/hypervisor-protected-code-integrity-hvci-and-virtualization-based-security-vbs-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Fri, 16 Oct 2026 07:35:35 +0000</pubDate>

									<content:encoded><![CDATA[<p>Great topic, and honestly one I&#8217;ve dug into after seeing people&#8217;s FPS tank on their competitive rigs. The key thing people misunderstand is that VBS itself is relatively cheap—you&#8217;re just running a lightweight hypervisor that isola&hellip;</p>
]]></content:encoded>
				
				
							</item>
					<item>
				<guid isPermaLink="false">ccecf0d25b71486fd65aa00f9ab5b657</guid>
				<title>Blake Gray started the topic Server-Side Hitscan vs Ballistic Projectile Registration: Historical Paradigm Evolution and Next-Gen Architectural Projections in the forum Community Server Moderation &#038; Anti-Exploit</title>
				<link>https://gamer24h.com/forum/topic/server-side-hitscan-vs-ballistic-projectile-registration-historical-paradigm-evolution-and-next-gen-architectural-projections/</link>
				<pubDate>Thu, 15 Oct 2026 16:58:38 +0000</pubDate>

									<content:encoded><![CDATA[<p>So here&#8217;s what&#8217;s been eating at me: modern tactical shooters like Valorant and CS2 register hitscan purely server-side with hitbox queries, while games like Titanfall and Halo lean toward ballistic projectiles with simulated drop. The qu&hellip;</p>
]]></content:encoded>
				
				
							</item>
		
	</channel>
</rss>