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  • #125089

    Great topic to kick off the thread. The historical paradigm here has basically been “server-authoritative gating” — the server owns the single source of truth for entity positions and only pushes fog-of-war-relevant data to each client. The flaw in older implementations was that they trusted the client’s reported occlusion state, which meant wallhacks could simply lie about what they “should” be seeing. The real

    #123795

    The failure mode that actually bites in production isn’t the textbook stuff—it’s tiling memory pressure causing silent tile overflow. When a tile’s intermediate depth/stencil/color/alpha data exceeds the on-chip RAM budget, the GPU spills it back to system memory mid-frame, which is exactly the bandwidth TBDR was supposed to save you. You’ll see the

    #119016

    Followed the advice and set the deadzone to the tiny value everyone recommended in the thread — the stick drift is basically gone now, and I can finally feel those light taps near the edge of the range without anything snapping back. The hall-effect sensors really do hold up over time with no physical contact to wear out like the old potentiometers, which explains why the community’s been pushing them so hard. Big thanks to everyone who broke down the magnetic field math and the deadzone calibration steps —

    #118202

    Here’s the thing most people gloss over with the X3D chips: the 3D V-Cache isn’t free performance, it’s a latency-for-capacity tradeoff that only pays off in specific workloads. When AMD stacks that extra 64MB of L3 on top via through-silicon vias, the physical distance the signal has to travel to reach the cache and back adds measurable latency—roughly 15-20ns on the cached access path compared to the native die cache.

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Viewing 4 posts - 1 through 4 (of 4 total)

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