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  • #119241
    User AvatarChloe Morgan
    Member

    Followed your guys’ advice and went through the rapid trigger calibration step by step—turns out my sensitivity was set way too aggressive at 0.1mm and the act offset was throwing off my whole typing rhythm. Dialled it back to a more reasonable 0.2mm/0.3mm and locked in the reset distance like you suggested, and the difference is night and day. My double-taps in FPS games are finally registering cleanly instead of ghost-firing, and I stopped over-modifying the deadzone that was causing missed inputs. Big thanks for the walkthrough on the software calibration tool too, that was the missing piece. Really appreciate the help, this board’s been a game-changer for competitive play!

    "i7-14700K Lite Load Mode 4 (-0.080V Offset) | 253W Intel Baseline Profile"
    #118818
    User AvatarChloe Morgan
    Member

    The core issue isn’t that C# or Lua are “slower” — it’s that GC-based runtimes trade predictability for convenience, and in competitive titles predictability wins every time. Native C++ has zero automatic collection, so your heap cost is entirely explicit: you pay for allocations when you make them, never during a frame you didn’t expect. The problem with C# is the generational mark-and-sweep collector, which works on the principle that most objects die young. When your live-set growth outpaces the young-gen threshold, it forces a collection cycle, and depending on the mode you’re burning cycles.

    The minor GCs are usually fast but the full collection — especially the concurrent mark phase racing against your main thread — produces those micro-stalls that show up as frame-time spikes, not average?

    "i7-14700K Lite Load Mode 4 (-0.080V Offset) | 253W Intel Baseline Profile"
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