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Foorumi

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  • #119684
    User AvatarOliver Hall
    Member

    The core issue with mechanical switches really comes down to contact bounce, and it’s the debounce delay that actually costs you—not the switch travel itself. When a mechanical Omron or TTC micro switch closes, those two metal contacts collide and physically spring apart several times before settling, generating a burst of false signals. Firmware has to filter that out with a debounce window, usually 1-2ms of pure dead time between actuation and the next registered press. Optical switches

    "Valorant Immortal 2 | 800 DPI @ 0.31 In-Game Sens • NA East"
    #118871
    User AvatarOliver Hall
    Member

    Good follow-up so far. Let me add some depth on the actual mechanics, because the math really separates a robust architecture from a naive one. For competitive titles, nearly everything runs on UDP, which means you can’t rely on the stateful handshake cleanup that TCP scrubbing offers — you’re dealing with connectionless traffic, so your filtering has to be stateful on your end by tracking session/steam-ID state or using rate-limiting per source. The foundational model here is queueing theory: treat your uplink as an M/G/1 queue where legitimate player traffic and flood packets both compete for the same buffer.

    "Valorant Immortal 2 | 800 DPI @ 0.31 In-Game Sens • NA East"
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