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  • #119323

    Great topic. The key thing a lot of people miss is that LLC isn’t just “higher is better” — it’s about finding the sweet spot between droop and overshoot. When you run a high LLC setting like LLC5 or LLC6 on most Z-series boards, you’re essentially flattening the load line so Vcore stays glued to your target under load, which is great for holding boost clocks during those sudden frame-time spikes in competitive shooters. But here’s the catch: when the CPU suddenly drops from 100% load to idle (like during a brief pause or menu navigation), an aggressive LLC can cause voltage overshoot spikes that actually exceed your manual vcore by 100-200mV. That overshoot is what ages silicon and causes those random instability crashes, not the droop itself. For 14

    "Liquid metal applied on direct die cooler | 18°C temperature drop on load"
    #118890

    Aim for 26.8 to 27.2 PSI hot. Check your pressures after 4 flying laps when the tires reach their thermal plateau.

    #118061

    Good topic. The key insight most people miss is that a static jitter buffer is almost always the wrong call for competitive play. A fixed 40ms buffer gives you consistent stability but hard-codes latency you can never recover, even on a clean connection. What actually works is an adaptive buffer driven by a moving window of recent inter-arrival times—something like the RFC 3550 approach, where you track the smoothed deviation (RVD) and adjust your target delay dynamically. You want the buffer to expand during periods of high variance and contract back down the instant the link stabilizes, so you’re always sitting just above the jitter floor without padding unnecessary latency. In practice I tune the target to sit roughly 1.5 to 2x the current smoothed jitter, and critically, I cap how fast the buffer can grow—usually a ramp limit of a few ms per interval—because sudden expansion spikes are what actually ruin a round, not the steady-state value.

    On the smoothing side, the real architecture question is whether you’re doing this at the packet layer or the render layer. For most UDP-based netcode, you combine a jitter buffer with client-side prediction and reconciliation, then use linear interpolation across a couple of buffered snapshots to hide the remaining micro-stutter—that’s your “delay smoothing” and it should be decoupled from your buffer sizing logic so the two don’t fight each other. Another thing worth calling out: measure the buffer’s effect on a per-round basis, not an aggregate average. A 300ms windowed average will hide the fact that you just took a 120ms latency spike mid-firefight.

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    #112901

    That clarifies the execution pipeline significantly. Tested the configuration and verified the behavior.

    🎮 Battlestation & Rig: Ryzen 7 5800X3D | RTX 3080 Ti Suprim | 32GB B-Die 3800 CL14 | Fractal Torrent | LG UltraGear 27GR95QE-B 27″ OLED 240Hz | Wooting 60HE Hall-Effect + Logitech G Pro X Superlight 2 + Artisan Zero XSoft | Audio-Technica ATH-R70x + Schiit Magni/Modi Stack
    📍 Vancouver, BC (Canada)
    "Hand-lubed linear switches and poron foam are pure therapy."
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