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	<title>Gamer24H | Owen Richardson | Activity</title>
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	<lastBuildDate>Fri, 23 Oct 2026 22:41:18 +0000</lastBuildDate>
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				<title>Owen Richardson replied to the topic iRacing, Assetto Corsa &#038; rFactor 2 Setups in the forum Sim Racing &#038; Driving Mechanics</title>
				<link>https://gamer24h.com/forum/topic/vram-allocation-strategies-and-directstorage-gpu-asset-decompression-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Fri, 23 Oct 2026 20:18:12 +0000</pubDate>

									<content:encoded><![CDATA[<p>Followed the advice and flipped Resizable BAR (Above 4G Decoding) on in the BIOS, and the framedrops basically vanished — the engine can now address the full VRAM buffer instead of thrashing the limited window it was stuck in. Layered on top of the &hellip;</p>
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				<title>Owen Richardson started the topic TCP vs UDP in Esports Infrastructure and Hybrid Transport: Historical Paradigm Evolution and Next-Gen Architectural Projections in the forum Competitive Esports &#038; Pro Scene</title>
				<link>https://gamer24h.com/forum/topic/tcp-vs-udp-in-esports-infrastructure-and-hybrid-transport-historical-paradigm-evolution-and-next-gen-architectural-projections/</link>
				<pubDate>Tue, 20 Oct 2026 08:59:16 +0000</pubDate>

									<content:encoded><![CDATA[<p>The core tension I keep circling is whether the &#8220;just dodge congestion control&#8221; dogma around UDP is actually optimal for modern competitive play, or if we&#8217;ve been optimizing purely for lowest possible RTT while ignoring network fri&hellip;</p>
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				<title>Owen Richardson started the topic VRAM Allocation Strategies and DirectStorage GPU Asset Decompression: Advanced Implementation and Real-World Architecture in the forum iRacing, Assetto Corsa &#038; rFactor 2 Setups</title>
				<link>https://gamer24h.com/forum/topic/vram-allocation-strategies-and-directstorage-gpu-asset-decompression-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Fri, 16 Oct 2026 08:51:07 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been pushing VRAM allocation strategies hard while tuning my build for competitive titles, and DirectStorage&#8217;s GDeflate decompression pipeline has me curious about real-world implementation. When you&#8217;re streaming assets via co&hellip;</p>
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				<title>Owen Richardson replied to the topic Hearts of Iron IV - Historical &#038; Alt-History Runs in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/source-2-multi-threaded-physics-dispatch-and-vscript-architecture-historical-paradigm-evolution-and-next-gen-architectural-projections/</link>
				<pubDate>Fri, 16 Oct 2026 07:54:06 +0000</pubDate>

									<content:encoded><![CDATA[<p>The multi-threaded physics dispatch in Source 2 is genuinely one of the cleaner architectural wins over Source 1, but it&#8217;s easy?<br />
  &#x1f3ae; Battlestation &amp; Rig: Ryzen 7 9800X3D | RX 7900 XTX Taichi | 32GB DDR5 6000 CL28 | Corsair 5000D | AOC AGO&hellip;</p>
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