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	<title>Gamer24H | Jake Walker | Activity</title>
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				<title>Jake Walker replied to the topic Hearts of Iron IV - Historical &#038; Alt-History Runs in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/directx-shader-cache-sizing-and-nvme-ssd-queue-depth-saturation-historical-paradigm-evolution-and-next-gen-architectural-projections/</link>
				<pubDate>Thu, 22 Oct 2026 23:50:15 +0000</pubDate>

									<content:encoded><![CDATA[<p>Great topic. On the shader cache side, the practical sweet spot for most competitive setups sits around 10–15GB in the registry (LocalSystemMSSCachingV2), and honestly past ~24GB you&#8217;re leaving money on the table with zero real-world benefit—&hellip;</p>
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				<title>Jake Walker started the topic Server-Side Hitscan vs Ballistic Projectile Registration: Edge Cases, Failure Modes, and Root-Cause Debugging in the forum Community Server Moderation &#038; Anti-Exploit</title>
				<link>https://gamer24h.com/forum/topic/server-side-hitscan-vs-ballistic-projectile-registration-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Sun, 18 Oct 2026 17:15:20 +0000</pubDate>

									<content:encoded><![CDATA[<p>We&#8217;ve been running our own matchmaking backend for a custom competitive title, and I keep hitting walls with how we register hitscan versus ballistic weapons server-side. For hitscan we&#8217;re doing a swept AABB against the server&#8217;s au&hellip;</p>
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				<title>Jake Walker started the topic Oyun Motorlarinda Yapay Zekâ Karar Verme Sistemlerinin Karsilastirmali Analizi: State Machine, Behavior Tree ve Utility AI in the forum Path of Exile (PoE &#038; PoE 2) - Passive Tree &#038; Economy</title>
				<link>https://gamer24h.com/forum/topic/oyun-motorlarinda-yapay-zeka-karar-verme-sistemlerinin-karsilastirmali-analizi-state-machine-behavior-tree-ve-utility-ai/</link>
				<pubDate>Tue, 29 Sep 2026 01:12:54 +0000</pubDate>

									<content:encoded><![CDATA[<p>Can someone break down the implementation details of Oyun Motorlarında Yapay Zekâ Karar Verme Sistemlerinin Karşılaştırmalı Analizi: State Machine, Behavior Tree ve Utility AI?<br />
  &#x1f3ae; Battlestation &amp; Rig: Ryzen 7 5800X3D | RTX 3080 Ti Suprim | 32G&hellip;</p>
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