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    User AvatarOliver Clark
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    For the IPC channel itself, I’d insist on a shared-memory section for the high-frequency telemetry (frame timing, input state, hook heartbeat) and reserve named pipes or messages only for control-plane commands where latency doesn’t matter. The classic edge case that bites us in competitive titles is shared-memory sync: if you use a mutex or event to guard the ring buffer and the anti-cheat worker thread gets preempted during a GC pause or a CPU-bound frame, your game thread stalls waiting on a handle that will never signal until the scheduler gives it CPU back. That shows up as micro-stutters and, worse, false “unresponsive anti-cheat” timeouts on high-core-count rigs where affinity isn’t pinned. Pin both threads to a dedicated LPPC set, use a lock-free SPSC ring buffer with volatile seqlocks instead of a mutex, and always validate the mapped-view base pointer on every read—you’d be surprised how often a stale mapping from a previous session (process restart without

    "Benchmark results tested on clean Windows 11 with Core Isolation disabled."
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