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	<title>Gamer24H | Isaac Hall | Activity</title>
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	<lastBuildDate>Mon, 26 Oct 2026 01:47:36 +0000</lastBuildDate>
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				<title>Isaac Hall started the topic Sensor Motion Sync Technology: Smoothing vs Instantaneous Latency Tradeoff: Edge Cases, Failure Modes, and Root-Cause Debugging in the forum</title>
				<link>https://gamer24h.com/forum/topic/sensor-motion-sync-technology-smoothing-vs-instantaneous-latency-tradeoff-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Thu, 22 Oct 2026 05:19:48 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been tearing my hair out over the smoothing-vs-latency tradeoff in sensor polling and I want to hear how the rest of you are actually handling it in your rigs. When you bump your mouse to 8kHz, do you trust the host-side smoothing buffer,&hellip;</p>
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				<title>Isaac Hall started the topic Tickrate Scaling and Physics Simulation Step Decoupling: Edge Cases, Failure Modes, and Root-Cause Debugging in the forum Resolution Scaling, DLSS/FSR in Shooters</title>
				<link>https://gamer24h.com/forum/topic/tickrate-scaling-and-physics-simulation-step-decoupling-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Mon, 19 Oct 2026 17:39:45 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been fighting a nasty desync issue in a netcode-heavy FPS where I can&#8217;t decide whether my problem lives in the fixed-timestep physics loop or the render interpolation layer. Right now I&#8217;m running physics at a locked 60Hz accum&hellip;</p>
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