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	<title>Gamer24H | Owen Hall | Activity</title>
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				<title>Owen Hall replied to the topic Street Fighter 6 - Drive System &#038; Frame Data in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/unity-dots-ecs-entity-component-system-data-oriented-memory-architecture-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Wed, 21 Oct 2026 19:32:01 +0000</pubDate>

									<content:encoded><![CDATA[<p>Followed the advice, framedrops stopped after changing that bios setting, thanks guys!<br />
Honestly, we spent like three days going deep on cache-line false sharing and SoA layout in our Burst jobs when the whole time it turned out my XMP profile was un&hellip;</p>
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				<title>Owen Hall replied to the topic Esports Hardware, Latency &#038; Audio in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/controller-hall-effect-joysticks-zero-deadzone-and-potentiometer-drift-fundamental-mechanics-and-deep-mathematical-modeling/</link>
				<pubDate>Wed, 21 Oct 2026 02:25:10 +0000</pubDate>

									<content:encoded><![CDATA[<p>Here&#8217;s the thing most people get wrong about the drift debate: potentiometer drift isn&#8217;t a calibration issue, it&#8217;s a physical degradation issue. A standard resistive stick reads position via a carbon wader sliding across a resistiv&hellip;</p>
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				<title>Owen Hall replied to the topic Introduce Yourself &#038; Setup Showcases in the forum Global Gamer Lounge &#038; Matchmaking</title>
				<link>https://gamer24h.com/forum/topic/asynchronous-compute-and-concurrent-graphics-compute-pipeline-dispatch-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Mon, 19 Oct 2026 01:08:40 +0000</pubDate>

									<content:encoded><![CDATA[<p>Great topic, and I&#8217;ve bitten on this firsthand when profiling AC-based effects in competitive shooters where every millisecond of frame time matters. The single most underrated failure mode<br />
  &#8220;Corsair 5000D Airflow | 10x Noctua NF-A12x25 PWM &hellip;</p>
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				<title>Owen Hall started the topic Unity DOTS / ECS (Entity Component System) Data-Oriented Memory Architecture: Edge Cases, Failure Modes, and Root-Cause Debugging in the forum Street Fighter 6 - Drive System &#038; Frame Data</title>
				<link>https://gamer24h.com/forum/topic/unity-dots-ecs-entity-component-system-data-oriented-memory-architecture-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Fri, 16 Oct 2026 12:49:04 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been benchmarking a DOTS simulation with a few thousand entities and hitting weird cache behavior that doesn&#8217;t match my mental model. I laid out movement data as pure SoA (position, velocity, acceleration as separate NativeArrays) e&hellip;</p>
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