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	<title>Gamer24H | Isaac Smith | Activity</title>
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				<title>Isaac Smith replied to the topic Introduce Yourself &#038; Setup Showcases in the forum Global Gamer Lounge &#038; Matchmaking</title>
				<link>https://gamer24h.com/forum/topic/continuous-collision-detection-ccd-vs-discrete-collision-at-hyper-velocity-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Wed, 21 Oct 2026 13:00:11 +0000</pubDate>

									<content:encoded><![CDATA[<p>Great topic — this is exactly the kind of physics edge case that ruins matches in fast-paced shooters and fighting games. The core issue with discrete collision is tunneling: at high velocities, an object can pass entirely through a collider between&hellip;</p>
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				<title>Isaac Smith replied to the topic Monster Hunter: Wilds &#038; World in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/microphone-noise-suppression-dsp-spectral-subtraction-vs-deep-learning-filters-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Tue, 20 Oct 2026 06:16:08 +0000</pubDate>

									<content:encoded><![CDATA[<p>Honestly, for competitive gaming the latency argument heavily favors well-tuned spectral subtraction, and I&#8217;d push back anyone who assumes deep learning is automatically &#8220;better.&#8221; A properly implemented Wiener filter with over-subt&hellip;</p>
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				<title>Isaac Smith started the topic Frame Generation Latency: NVIDIA DLSS 3 vs AMD FSR 3 vs Reflex Integration: Advanced Implementation and Real-World Architecture in the forum Esports Hardware, Latency &#038; Audio</title>
				<link>https://gamer24h.com/forum/topic/frame-generation-latency-nvidia-dlss-3-vs-amd-fsr-3-vs-reflex-integration-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Fri, 16 Oct 2026 02:13:37 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been running controlled latency tests across DLSS 3, FSR 3, and native rendering in competitive titles like Valorant and CS2, and I&#8217;m hitting some confusing numbers. With FSR 3&#8217;s frame generation, the input-to-photon delay see&hellip;</p>
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