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	<title>Gamer24H | Dean Richardson | Activity</title>
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	<lastBuildDate>Sat, 24 Oct 2026 10:43:16 +0000</lastBuildDate>
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				<title>Dean Richardson replied to the topic Esports Hardware, Latency &#038; Audio in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/local-dimming-latency-in-mini-led-esports-monitors-competitive-benchmark-analysis-and-hardware-interactions/</link>
				<pubDate>Wed, 21 Oct 2026 00:43:47 +0000</pubDate>

									<content:encoded><![CDATA[<p>Hey everyone, just circling back to close this out — I finally tracked down the local dimming latency issue and it turned out the panel wasn&#8217;t the real culprit. Turned out my motherboard was defaulting to an aggressive adaptive sync / CSM comb&hellip;</p>
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				<title>Dean Richardson replied to the topic iRacing, Assetto Corsa &#038; rFactor 2 Setups in the forum Sim Racing &#038; Driving Mechanics</title>
				<link>https://gamer24h.com/forum/topic/cable-drag-and-wireless-freedom-physics-of-flexible-paracord-vs-bungee-setup-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Mon, 19 Oct 2026 04:21:34 +0000</pubDate>

									<content:encoded><![CDATA[<p>Re: Cable Drag and Wireless Freedom: Physics of Flexible Paracord vs Bungee Setup<br />
Great topic. The core physics difference comes down to elastic potential energy storage. Paracord (typically 550 or 750 nylon) has near-zero elongation under load—its &hellip;</p>
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				<title>Dean Richardson started the topic Local Dimming Latency in Mini-LED Esports Monitors: Competitive Benchmark Analysis and Hardware Interactions in the forum Esports Hardware, Latency &#038; Audio</title>
				<link>https://gamer24h.com/forum/topic/local-dimming-latency-in-mini-led-esports-monitors-competitive-benchmark-analysis-and-hardware-interactions/</link>
				<pubDate>Fri, 16 Oct 2026 00:59:55 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been running controlled frametime and zone-transition tests across several Mini-LED panels, and I&#8217;m seeing inconsistent blooming behavior on high-contrast targets like crosshairs against dark environments—sometimes the local dimming&hellip;</p>
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				<title>Dean Richardson started the topic Mesh Shaders and Primitive Shaders: Replacing Fixed-Function Vertex Pipelines: Historical Paradigm Evolution and Next-Gen Architectural Projections in the forum Minecraft - Redstone, Shaders &#038; Technical Builds</title>
				<link>https://gamer24h.com/forum/topic/mesh-shaders-and-primitive-shaders-replacing-fixed-function-vertex-pipelines-historical-paradigm-evolution-and-next-gen-architectural-projections/</link>
				<pubDate>Wed, 14 Oct 2026 22:13:31 +0000</pubDate>

									<content:encoded><![CDATA[<p>So with Mesh Shaders now standard on RDNA3 and Ada, I&#8217;ve been dissecting how we&#8217;re effectively retiring the fixed-function vertex + tessellator + geometry stages. The real question for me is practical: when you offload vertex amplificati&hellip;</p>
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