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  1. There’s been two use cases I’ve been looking at recently where having an objective and accurate metric for input latency is important.

  2. In my previous behemoth post I mentioned the struggle of implementing a comb + notch filter that looked passable for analog composite video.

  3. Lately I’ve been on a kick to tackle the latter part of PS2 graphics emulation that never seems to come up, analog TV emulation. 99% of the PS2 emulation space is all about upscaling to the max, cranking out 4K with polygons so sharp they can cleave mount…

  4. It seems like I can never quite escape the allure of fiddling with bits more efficiently every passing year.

  5. Beginners coming into our little corner of the programming world have it rough.

  6. Streaming gameplay from one machine to another over a network is a reasonably popular use case these days.

  7. As AMD’s RDNA4 GPUs released, FSR 4 was released alongside it to much fanfare.

  8. Graphics programming in 2025 can be confusing and exhausting.

  9. As you may, or may not know, I wrote paraLLEl-RDP back in 2020.

  10. As I previously discussed in my PyroFling post about real-time video streaming, one challenge I mentioned was related to error correction.