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There’s been two use cases I’ve been looking at recently where having an objective and accurate metric for input latency is important.
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In my previous behemoth post I mentioned the struggle of implementing a comb + notch filter that looked passable for analog composite video.
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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…
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It seems like I can never quite escape the allure of fiddling with bits more efficiently every passing year.
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Beginners coming into our little corner of the programming world have it rough.
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Streaming gameplay from one machine to another over a network is a reasonably popular use case these days.
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As AMD’s RDNA4 GPUs released, FSR 4 was released alongside it to much fanfare.
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Graphics programming in 2025 can be confusing and exhausting.
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As you may, or may not know, I wrote paraLLEl-RDP back in 2020.
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As I previously discussed in my PyroFling post about real-time video streaming, one challenge I mentioned was related to error correction.