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	<title>Gamer24H | Alex Stewart | Activity</title>
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				<title>Alex Stewart started the topic Scripting Engine Overhead: C++ Native vs Lua/C# Garbage Collection Spikes: Historical Paradigm Evolution and Next-Gen Architectural Projections in the forum Street Fighter II Turbo</title>
				<link>https://gamer24h.com/forum/topic/scripting-engine-overhead-c-native-vs-lua-c-garbage-collection-spikes-historical-paradigm-evolution-and-next-gen-architectural-projections-2/</link>
				<pubDate>Sat, 24 Oct 2026 07:29:57 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;ve been bench-testing frame times across a few title engines and the GC pause spikes are genuinely killing me in competitive shooters—those 8-12ms hitches during ability-heavy team fights are exactly what separates a clean 240fps experience &hellip;</p>
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				<title>Alex Stewart started the topic Virtual Shadow Map Innovations for Dynamic Lights: Production Impact of Real-Time Shadow Rendering in the forum Telemetry Analysis &#038; Lap Time Improvement</title>
				<link>https://gamer24h.com/forum/topic/virtual-shadow-map-innovations-dynamic-lights-real-time-shadow-rendering/</link>
				<pubDate>Mon, 28 Sep 2026 08:47:13 +0000</pubDate>

									<content:encoded><![CDATA[<p>Can someone break down the implementation details of Virtual Shadow Map Innovations for Dynamic Lights: Production Impact of Real-Time Shadow Rendering?<br />
  &#x1f3ae; Battlestation &amp; Rig: Ryzen 7 9800X3D | RX 7900 XTX Taichi | 32GB DDR5 6000 CL28 | Corsa&hellip;</p>
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