<?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 | Noah Ramirez | Activity</title>
	<link>https://gamer24h.com/members/ghost-noah/activity/</link>
	<atom:link href="https://gamer24h.com/members/ghost-noah/activity/feed/" rel="self" type="application/rss+xml" />
	<description>Activity feed for Noah Ramirez.</description>
	<lastBuildDate>Mon, 26 Oct 2026 03:29:50 +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">96ca5e2ef21666bb24a7cd41ff9c1f7d</guid>
				<title>Noah Ramirez replied to the topic Resolution Scaling, DLSS/FSR in Shooters in the forum High-Refresh Gaming Displays &#038; Visuals</title>
				<link>https://gamer24h.com/forum/topic/tickrate-scaling-and-physics-simulation-step-decoupling-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Wed, 21 Oct 2026 19:18:25 +0000</pubDate>

									<content:encoded><![CDATA[<p>The core thing most implementations get wrong is treating the physics timestep as something you interpolate from the network tick rather than decoupling it entirely. If your server is running at 128 Hz but your physics solver is stepping off the ren&hellip;</p>
]]></content:encoded>
				
				
							</item>
		
	</channel>
</rss>