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	<title>Gamer24H | Matthew Edwards | Activity</title>
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				<title>Matthew Edwards replied to the topic Esports Hardware, Latency &#038; Audio in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/keyboard-matrix-scanning-n-key-rollover-nkro-and-ghosting-elimination-edge-cases-failure-modes-and-root-cause-debugging/</link>
				<pubDate>Wed, 21 Oct 2026 22:36:00 +0000</pubDate>

									<content:encoded><![CDATA[<p>Great topic. The confusion around ghosting usually comes from conflating two separate failure modes: electrical matrix ghosting versus USB HID rollover limits. Ghosting is fundamentally a hardware/matrix design issue that arises from non-diodic matr&hellip;</p>
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				<title>Matthew Edwards replied to the topic Monster Hunter: Wilds &#038; World in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/scripting-engine-overhead-c-native-vs-lua-c-garbage-collection-spikes-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Tue, 20 Oct 2026 02:05:20 +0000</pubDate>

									<content:encoded><![CDATA[<p>Followed the advice and finally killed the GC spikes—turns out my Lua scripts were allocating new tables every frame for event dispatch, and the C# side was doing the same with LINQ queries in the update loop. Switched to object pooling + pre-alloca&hellip;</p>
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				<title>Matthew Edwards started the topic Unreal Engine 5 Nanite Geometry Virtualization in Competitive Arenas: Competitive Benchmark Analysis and Hardware Interactions in the forum Competitive Esports &#038; Pro Scene</title>
				<link>https://gamer24h.com/forum/topic/unreal-engine-5-nanite-geometry-virtualization-in-competitive-arenas-competitive-benchmark-analysis-and-hardware-interactions/</link>
				<pubDate>Sun, 18 Oct 2026 23:52:51 +0000</pubDate>

									<content:encoded><![CDATA[<p>Before I dump my benchmark methodology, I need to know how many of you have actually stress-tested Nanite in a competitive context—meaning frametimes under 16ms consistently, not just peak FPS in a static single-scene scan. My main worry is cluster &hellip;</p>
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				<title>Matthew Edwards started the topic Scripting Engine Overhead: C++ Native vs Lua/C# Garbage Collection Spikes: Advanced Implementation and Real-World Architecture in the forum Monster Hunter: Wilds &#038; World</title>
				<link>https://gamer24h.com/forum/topic/scripting-engine-overhead-c-native-vs-lua-c-garbage-collection-spikes-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Thu, 15 Oct 2026 11:30:03 +0000</pubDate>

									<content:encoded><![CDATA[<p>When I profile our competitive FPS during ranked sessions, even sub-millisecond GC stalls from the C# runtime show up as perceptible input lag and micro-stutters on 240Hz monitors.<br />
  &#x1f3ae; Battlestation &amp; Rig: Ryzen 7 5800X3D | RTX 3080 Ti Suprim |&hellip;</p>
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