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    Great topic to kick things off. The historical arc here is pretty clear if you look at how engine teams stopped fighting the allocator and started designing around allocation patterns instead. Early engines leaned on raw malloc/free and fixed heaps, which worked until games got bigger and frame-time variance from the system allocator started tanking competitive players’

    "i7-14700K | RTX 4080 Super | ASUS PG248QP 540Hz"
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