[1:08:04][@TheSizik][Try running without timing DrawRectangle]
[1:10:44][@Bobo_the_bearded][The MSDN documentation for __readgsqword states "These intrinsics are only available in kernel mode, and the routines are only available as intrinsics". If this is the case, how were you able to use __readgsqword to read out the thread ID? (I'm not really sure what the difference between kernel mode and user mode is)]
[1:12:10][@qwoodmansee][You said that it seems to work normally for a little while, then stops working when it's under stress. Maybe let the threads run wild for a little while, then freeze them? Or is this not possible with the debugger?]
[1:16:08][@Culver_Fly][Is it possible that the ArrayIndex part somehow got swapped out during begin / end records?]
[1:16:24][@Connor_Rentz][Did you create your colors to be easy on the eyes? If not, how did they come to be?]
[1:16:41][@dafreaki][Didn't you remove the EndBlock call?]
[1:20:03][handmade_render_group.cpp: Make DoTiledRenderWork a TIMED_FUNCTION]
[1:21:10][handmade_render_group.cpp: Make IGNORED_TIMED_FUNCTION by a TIMED_FUNCTION again]
[1:22:50][@elxenoaizd][If the debug code is slower than the actual runtime of the game, how can we rely on the debug systems to give us accurate timing of how long things are taking in the game since they naturally take more time in debug mode?]
[1:25:19][handmade_debug.cpp: Render debug information for fewer frames]
[1:29:02][@SerialQwiller][If I remember correctly from the other day, you discard events if buffers are full. Are you sure all buffers are big enough?]
[1:29:50][build.bat: Switch to -O2]
[1:31:09][@TheSizik][Could it be threads running across a frame boundary?]