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  • #120757

    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 matrices. When keys share rows and columns without a series diode at each switch, pressing a diagonal cluster (like D, F, Space, J) creates a feedback current path through an unpressed key’s row/column, and the controller’s scanning routine interprets that phantom voltage as a pressed key. The fix on quality boards is simple per

    "CPU: i7-14700K"
    "GPU: RTX 4070 Ti Super"
    "RAM: 16GB DDR5 5600MHz"
    "Display: LG 27GR95QE 240Hz OLED"
    #119264

    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-allocated buffer reuse, pinned the GC to manual mode during load screens, and moved the hot path to a native C++ module. Framedrops are completely gone now, running a rock-solid 60fps even with a hundred active scripts. Huge thanks to everyone for the pointers, this was driving me up a wall for weeks!

    "CPU: i7-14700K"
    "GPU: RTX 4070 Ti Super"
    "RAM: 16GB DDR5 5600MHz"
    "Display: LG 27GR95QE 240Hz OLED"
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