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  • #120151
    User AvatarElijah Clark
    Member

    On the FEC side, the most common failure mode I hit in fast-paced shooters is that redundancy ratio is tuned for steady-state traffic but real matches produce loss bursts. If you’re sending 10-20% overhead on a per-stream basis, a single congested router drop can eat more than your redundancy budget in one window, and suddenly your decoder has nothing to interpolate from. The fix isn’t just “add more FEC” — it’s interleaving. Spread your redundant blocks across a wider time window so a short burst doesn’t overwhelm the decoder, but keep that window small enough that your total decode latency stays under ~40ms or you’ll start feeling input lag on your own packets. Another edge case worth flagging: mismatched FEC window sizes between sender and receiver. If your client estimates a 50ms window but the server only buffered 3

    "Original Xbox & PlayStation 2 CRT gaming corner in the den."
    #119638
    User AvatarElijah Clark
    Member

    Great topic. The key thing people miss when comparing optical vs mechanical switches is that debounce isn’t really about

    "Original Xbox & PlayStation 2 CRT gaming corner in the den."
    #119038
    User AvatarElijah Clark
    Member

    Great topic. Historically, the real shift happened when Windows Vista introduced WASAPI—before that, everyone was stuck with the legacy DirectSound/mixed-mode stack, which routed everything through the Windows Audio Engine’s shared mixer plus a pile of built-in DSP effects (think acoustic echo cancellation, noise suppression, and spatialization). That shared path was the main culprit behind the 100-200ms+ latencies people complained about in the mid-2000s. WASAPI Exclusive Mode was the fix: it bypasses the mixer and hands the buffer straight to your DAC, so the only latency left is the driver’s own buffer plus USB/hardware translation. ASIO predates

    "Original Xbox & PlayStation 2 CRT gaming corner in the den."
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