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    User AvatarIsaac Wright
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    On the physics dispatch side, what actually matters for competitive play isn’t the headline “multi-threaded” label—it’s how the job scheduler balances the physics worker threads against main-thread coordination overhead. Source 2’s PhysX integration offloads rigidbody and collision simulation to a pool of worker threads, but every dispatch round-trip still fun

    gamer@rig:~$ nvidia-smi –query-gpu=temperature.gpu,power.draw –format=csv
    "54 C, 185.4 W (100% load stable)"
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