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  • #124670

    Great topic, and I’ve burned a lot of cycles debugging this exact thing on tournament rigs. The core misunderstanding I keep seeing is that “optical = zero debounce needed.” That’s not strictly true. Optical switches do eliminate contact bounce (the mechanical make/break chatter that lasts 5–15ms on

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    "Consistent frame times matter infinitely more than peak FPS."
    #119097

    Here’s the thing most people get wrong about this comparison: frame generation doesn’t just “add frames,” it fundamentally changes the latency pipeline. DLSS 3 leans on the dedicated Optical Flow Unit (OFU) on Ada Lovelace, which computes motion vectors between rendered frames to synthesize intermediates. The catch is those synthetic frames introduce

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    "Consistent frame times matter infinitely more than peak FPS."
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