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Music Title: Mora, YOVNGCHIMI - MODELITO (Video Oficial) Signer: Mora Release Date: 11/04/23 Official Youtube Link: Informations About The Signer:- Your Opinion About The Track (Music Video):10/10
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Your Nickname: Phoenix Your Age : 20 How you could help us a Devil harmony member ? : Trying to continue with my activity in most sections of said project. How much you rate Devil harmony project from 1 - 10 ? :10 Other information about your request ?: None. Last request link : First request
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Music Title:Ozuna - Hey Mor (Letra/Lyrics) Signer:- Release Date:10/04/10 Official Youtube Link: Informations About The Signer:- Your Opinion About The Track (Music Video):10/10
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OnePlus unveiled its first OnePlus Pad tablet back in February, and now it has finally opened a pre-order for the new product. this is what we know The device can be pre-ordered on the company's official website, but there is one nuance. The manufacturer is asking $99 for the pre-order. At the same time, the company has not yet revealed the official price of the device. It should be announced at the end of April. By the way, everyone who pre-orders the product will receive a free Magnetic Keyboard. Separately, the accessory will cost $149. Flashback The OnePlus Pad has an 11.61-inch IPS screen with a resolution of 2800×2000p and supports refresh rates of up to 144Hz. The tablet is powered by MediaTek's flagship Dimensity 9000 processor paired with 12GB of LPDDR5 RAM and 256GB of storage. The gadget is powered by a 9,510 mAh battery. Supports 67W SuperVOOC fast charging. The device also has an 8 MP front camera and a 13 MP main camera. The novelty will come with Android 13 operating system and OxygenOS 13 wrapper. https://gagadget.com/es/233955-oneplus-ha-abierto-una-pre-orden-para-el-oneplus-pad-y-esta-regalando-una-funda-con-teclado-magnetico/
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If you have a gaming PC and you are one of those enthusiastic users who usually measures performance in games, it is likely that you have noticed that there are many times when your GPU is not working at 100% of its capacities and, therefore, it is not giving you the maximum performance that it could in games. Why does this happen? Index Why isn't the GPU being used to its fullest in games? A software optimization problem? SSD issues limiting the GPU to 100% TRIM management and gaming performance There are many times, and it depends on the game, where despite having all the settings optimized for some reason, the GPU is not giving you its full potential, and in-game performance is not bad, but could be. better. The first thing we recommend is to remove any type of synchronization of the monitor with the graphics card, be it V-SYNC, FreeSync or G-SYNC, all in any of its modalities. We do this to determine the specific problem and not have an FPS rate limit blocked by these technologies and thus be able to appreciate the framerate increases, but above all, it will allow us to observe the behavior of CPU and GPU without any limit and thus understand the issues. Why isn't the GPU being used to its fullest in games? There are many factors besides your graphics card that affect gaming performance: processor, RAM, storage, temperature, graphics API used by the game and of course its optimization. For this reason, if you want to find out why the GPU is not working 100% in some games, you should start investigating the rest of the components first, also of course making sure you have the latest version of the graphics drivers and obviously the latest version of the operating system as well as the graphical APIs. If you have a monitoring tool like the one we have shown you above (it is Riva Tuner via MSI Afterburner) you will be able to see, in addition to the FPS and the GPU load, the temperatures and the processor load. This will help us understand the problem, because if the GPU load is not 100%, but the CPU load is, then you already have the answer: your processor is bottlenecking. In this example, it would be necessary to determine the causes, since it could be that another process is in the background consuming resources, or it is the game that pushes the processor to the limit. In other words, a monitoring tool can show you the total load of all CPU cores (in our example it is only at 27%), but you should check if this is the case for each individual core. For example, on an 8-core CPU you could have two of them at 100% and the rest almost idle; the total would be 25% usage, so apparently the processor wouldn't be an issue, but this would be a result of the game only supporting CPU rendering on two cores and these are maxed out, but this doesn't just mean that. And it is that two or more cores are loaded without representing all of them, it can also mean that the game's graphics engine is not parallel or is not well designed from the software point of view. You have to be clear about this, since a game does not represent all or a large part of them. When a CPU bottlenecks, its load is very high on one or more cores, regardless of what game we are playing (always talking about "well" optimized games) and let's explain. There are titles that in terms of requirements are very affordable for any computer and, on the other hand, the CPU is always under a high load on one or more cores. This is not a bottleneck, it is a bad optimization, such as CS:GO or the more recent WarZone, which had a high processor usage problem due to a bug in a patch. A software optimization problem? In this case it would be the fault of a bad multithreaded optimization of the game and you couldn't do much, except upgrade your processor to one that had a higher performance per core, but little else. Hopefully you could lower the graphics load, which at the same time that it will boost the FPS that the GPU is capable of producing will lower the requirements of processor calls from RAM and graphics, as well as the SSD. The performance of the RAM memory may also be causing the GPU to not be working at 100% in some games, especially if they have high requirements. You can check this by turning down some graphics settings, especially those related to focal length and texture quality, and see if relaxing them in addition to getting more FPS increases the load on the GPU. If so, check that you have the RAM running at its correct speed and not at the base, and make sure that you are using it in dual or quad channel mode (depending on your system). To check it you can use both Aida64 and CPU-Z, for example, two tools that will provide you with this information quickly. Another possible problem with RAM (games are increasingly dependent on it due to importing and exporting textures to it from the SSD) is its stability. The fact that the configuration is correct does not imply that the memory is physically correct. We recommend passing specific stress tests such as Runmemtest Pro or Karhu RAMTest and checking after 400% of passes that they do not fail, neither they nor the BMI logically. SSD issues limiting the GPU to 100% There is a problem that is rarely talked about and affects more and more users: the performance of PCIe SSDs. We have gone from access speeds of barely 500 MB/s, to technologies well above those figures and reaching the so-called technical limit of the new PCIe 4.0 solid-state drives... and soon 5.0. What happens to them? Well, there are two key factors, where one of them is more controlled than the other: the temperature and the collapse of the cache or controller. The first is the one that should be in optimal ranges, either because of the motherboard's own heatsink or because we buy a specific heatsink for it. But as a general rule, an SSD always has to be at 50% of its capacity and below 70º C if we want to obtain its maximum performance. We have already explained this in other articles, so instead of repeating it again, we will simply say that it is inexorable and is linked to the NAND Flash technology itself, there is no palliative and it must be followed. The second handicap is the cache or the SSD controller. It must be taken into account that almost all manufacturers allow Windows and its AHCI drivers to control and manage the inputs and outputs that this component has with the rest of the PC, as well as the management and control of PCIe, so we can hardly do at this point to change anything. This means that there are situations where the data is not accessible and read in the correct cycles due to a series of cyclic redundancy errors that the controller's own algorithm and the Windows TRIM should resolve, but do not. This creates a time delay that in some cases results in excessive use of the SSD itself, but in most what it produces are high random times that reduce read, write and IOPS performance, especially the last two. This, obviously, hinders the execution of any other process that we have in hand. TRIM management and gaming performance It has always been said that defragmenting an SSD is not necessary and that it damages its useful life, and this is not true at all. The TRIM management algorithm on certain controllers and with generic Windows drivers does not work as it should and defragmenting what it really does is force TRIM to work, solving SSD performance problems and affecting correct processor management for him and the system RAM, lowering its use from 100% to optimal levels, which could be 98% in the case of a bottleneck or 2x% in the case of being left over in this section, everything will be the object of the team that we have in hand. There is a command that helps to optimize the TRIM and that could be the solution to the performance of the SSD and therefore that of the CPU or GPU and that it is worth trying. It may not fix the problems, or it may. In any case, it must be executed from Windows PowerShell with an administrator user: Optimize-Volume -DriveLetter C -ReTrim -Verbose Once you finish optimizing the TRIM we can close PowerShell and check if we have better performance and a CPU or GPU below 100%. https://hardzone.es/tutoriales/rendimiento/gpu-100-juegos/
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We all know it's coming. But Nvidia's RTX 4070 graphics card hasn't actually been announced let alone released. And yet it appears in a new official slide from Nvidia detailing latency performance in Counter-Strike 2(opens in new tab) courtesy of its Reflex anti-lag technology. The no-longer-rumoured RTX 4070 is shown against the RTX 3060(opens in new tab) and elderly GTX 1060(opens in new tab). While frame rates are what you'd really want to see for an overall picture of performance, latency is in part derived from frame rate. So, this does constitute the first official, if infinitesimally narrow, snapshot of the RTX 4070's performance. You can add that to the avalanche of 'leaked' information(opens in new tab), which at this point is giving a pretty clear indication of what to expect from the 4070. In pure raster performance terms, the rumours suggest the RTX 4070 will slot in at about the same level as the last-gen RTX 3080. But it will supposedly retail at $599, $100 less than the RTX 3080's MSRP, albeit the 3080 typically sold for multiples of that during much of its lifespan thanks to the GPU craze during the pandemic. We're also expecting the RTX 4070 to be fitted out with 12GB of VRAM, an extra 2GB over that basic 3080. If so, that could be a handy upgrade given the hideous propensity of some recent titles, including The Last of Us, to hoover up ludicrous amounts of video memory(opens in new tab). That game can hit 11GB of VRAM at 1080 Ultra settings. Ouch. Anyway, why Nvidia chose to highlight an unannounced GPU in the Counter-Strike 2 Reflex performance slide is anyone's guess. Arguably the equally unannounced RTX 4060 would have been a better fit given the other two GPUs were both '60 series boards. But maybe that was a step too far into Nvidia's future plans. The consensus is currently that the RTX 4070 will be launched later this month, with the RTX 4060 and its 4060 Ti sibling arriving in may. Whatever, the fact that Nvidia is happy to stick the RTX 4070 in an official slide does rather imply the GPU is set to launch very, very soon. Here's hoping it's at least as good as the rumours suggest. https://www.pcgamer.com/nvidias-rtx-4070-is-unofficially-official-but-still-hasnt-been-announced/
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When Tekken 8 was revealed, my first thought was, "What could Bandai Namco possibly do to make another Tekken feel new?" That's not an indictment of the series, but rather a testament to how great Tekken 7 has been for the past eight years (or six years if we're talking about its console release). Tekken 7 is a pillar of the fighting game community for a reason; it's the most refined the 3D fighter has ever been, and there's just nothing quite like some good-ass Tekken. Even so, there's always room to evolve, and after getting a few hours of hands-on time with a preview build of Tekken 8, it became immediately clear how it can take the franchise in a bold new direction. It still has its diverse set of characters, each with their own unique fighting style and deep moveset, and it's even prettier thanks to improved visual fidelity and eye-catching flourishes that are made possible by the latest generation of consoles. That freshness I'm talking about, however, lies primarily in the core gameplay mechanics, specifically the Heat system and Special Style, as well as smaller changes that reward aggressive play Turning Up the Heat (System) The Heat system represents a fundamental change to Tekken's gameplay. It's a brand-new gameplay mechanic for every fighter on the Tekken 8 roster that, at any point, once per round, allows you to activate Heat to access new attacks, open opportunities for sick combos, and enhance your character's core moveset. Think of it as another meter that can create an advantage for you by allowing you to be more offensive in your approach; however, the intricacies of using the Heat system effectively is where the game gets more technical. Heat Burst is an attack executed by a single button press that activates your Heat state and adds one stock to your Heat gauge. If the attack hits, you get a flashy little move that opens up a combo opportunity, and even on block, it at least staggers your opponent briefly. But you also have Heat Engagers, which are more complex, character-specific moves that also activate Heat and add two stocks to your gauge. You can follow up Heat Engagers with a Heat Dash (consuming one Heat stock), which will send your character running towards the opponent, giving you the chance to start a big combo. If the Heat Engager is blocked, you can still use a Heat Dash to close the gap and keep applying pressure. Lastly, there is the Heat Smash; regardless of how much Heat and stock you have left, it will deplete the rest of the meter in exchange for a powerful attack akin to a super or EX move seen in other fighting games. Those are just some of the options you'll be working with while under a Heat state. More passive effects are also crucial to gaining the upper hand. Heat can enhance certain attacks to make them do more damage or change the properties of the moves themselves. For example, Jun has a few strong attacks that also inflict damage on herself, but when she has Heat active this property is negated, allowing you to use those attacks without penalty; Xiaoyu gets access to more devastating combo strings; King has inescapable throws; and Kazuya transforms into Devil mode. These are just a few examples of how every character plays even more differently now and leans harder into their specific fighting styles to bring new depth and diversity to Tekken's brawls. Tekken series director Katsuhiro Harada also sees this as a way to intrigue players into learning characters they wouldn't otherwise play. "Because of the differences in the Heat system for each individual character, [players will] start off with their main, but then they'll see the [command] list and see what makes another character more unique in a Heat state that they'll gradually want to try other characters as well, and we really think it will induce that exploration." It's also another layer that high-level players are going to have to account for when facing certain characters and attempting to read their opponents. The Heat system has essentially replaced Rage Drive from Tekken 7. While they share a few similarities, Heat is designed to give players more control over how to use their character throughout a match, rather than just when they're low on health (although each character still has Rage Arts at low health, which is now a unified command input). As such, Heat isn't necessarily a comeback mechanic and is instead a layer that changes the flow of a match and opens new possibilities in competitive play. As a Tekken veteran, I appreciate the dynamic it creates, smartly weaving the core tenets of the franchise and its characters into a mechanic that adds depth without overshadowing the gameplay foundation that has made Tekken special in the first place. Tekken 8 Is All About Offense The changes in core mechanics were also intended to encourage more aggressive playstyles, and this manifests in multiple ways. For the Heat system in particular, once it's active, it'll last for 10 seconds, so you'll definitely want to make the most of it. However, the timer pauses when you're in the middle of an attack animation or when your opponent is down. This means it's possible to be in a Heat state for a lot longer if you play your cards right. Attacks during Heat, as well as other powerful moves in a normal state, will also cause chip damage, but leave behind recoverable health (which hasn't been a feature since Tekken Tag Tournament 2). Recoverable health is indicated by a gray bar in the player's health gauge and it can be gained back by landing attacks, further rewarding aggressive play. And while it’s not exactly a change to the gameplay system itself, Rage Arts have been revamped to now be explosive, over-the-top animations with cinematic cuts like they’re out of Dragon Ball FighterZ or Naruto Ultimate Ninja Storm. Just watch Lars’ Rage Art in Tekken 8 and tell me he’s not channeling his best impression of Sasuke’s Chidori with his super-fast lightning strikes. Every character has a new Rage Art animation and I can imagine the hype they’ll build as a player in a heated moment or as a spectator on the edge of their seat. Although they may seem like small features, Tekken 8 seems to be addressing one of the criticisms of the competitive scene: slower and not-so-exciting moments where players hunker down to play extra defensively. There can still be an element of that in Tekken 8, but at least both players have new offensive tools to create avenues for turning the tide of a match. A Special Style of Approachability As if the aforementioned additions and changes aren't enough to shake things up, Tekken 8 also features what's called Special Style. It's a simplified control scheme for newcomers to do cool combos and stronger attacks with easier strings of button inputs. Many fighting games have something similar to this, like Guilty Gear Xrd's Stylish mode or Street Fighter 6's Modern control scheme. What makes Tekken 8's Special Style different is that it can be toggled on and off instantly while in a fight. It does not take any frames or animations to swap between normal controls and Special Style; you just press L1 or LB and your controls switch schemes. You can mix and match these control schemes as part of your approach in a match. Even Harada says that, theoretically, high-level players can find ways to take advantage of this system and incorporate it into their repertoire. "It wasn't just designed for beginners, but for intermediate and advanced players as well. From the start, when we decided to have it as something you can do on the fly, that opened up all these different possibilities that we were thinking of when actually designing the system itself," he said. Harada continued, "For more advanced players, I guess you could say one good example is [in the past] with Rage Arts, some of them required double button presses, and if you're in a tournament with your nerves just going crazy, even those players would sometimes mess up, so they would sometimes bind it to one button to reduce those kind of risks. We saw similar things in our debugging team where maybe they would switch with a certain timing if they wanted to use a certain movement and didn't want to mess it up." Lowering the barrier to entry is key to onboarding players, but another one of the noticeable shortcomings of Tekken 7, especially by today's standards, was its lack of proper tutorialization. Command lists, suggested combos, and a free practice training mode are all well and good for those with some fighting game or Tekken experience, but newcomers or lapsed players didn't have much to guide them. I noticed Tekken 8's in-game command list has detailed explanations for what each character's moves do and their properties. And some even include suggestions on how to incorporate them into combos or specific situations. Tekken can get quite complex, and with a huge roster, it's tough to get good with each character, so it gives me hope that Tekken 8 could properly address this concern. The Iron Fist And Family Business The playable preview build only had one-on-one battles available. And aside from the existing trailers, the stages, and characters' backstories, we didn't get to see how Tekken's wild story might be getting even wilder. With the mysterious return of Jun, and the never-ending drama within the Mishima and Kazama families, anything seems possible--and I wonder who's getting thrown into a volcano next. But I did take the opportunity to ask Harada if he could hint at anything at this stage in development. "We see a lot of people having fun trying to guess what's going to happen. Maybe there's more possibilities than I think. And obviously the key theme is to go above and beyond what we did in Tekken 7," Harada said. Producer Michael Murray chimed in to mention that story elements are a team effort and said, "The way it works is Harada gives a general direction about the overarching story. And then the rest of the game designers, myself included, talk about, 'What if this happened or that happened?' while he's away and then he finds out about it and goes, 'Oh my god!' It's fun for the staff to also [create] twists like that." So far, the Tekken 8 roster consists of Jin, Kazuya, Jun, Law, Nina, Jack-8, King, Paul, Lars, and Xiaoyu. And, of course, there are likely even more familiar faces yet to be revealed. But I was able to ask Harada about how the team is approaching guest characters this time around, as this was a key pillar of sustaining interest around Tekken 7. Although he couldn't share much, he did say, "Particularly this time for Tekken 8, we're really more focused on the cast of our characters because we remade all the models, but it's not just that. When you add the Heat system, they have their unique abilities that change during that state. Normally, [gameplay mechanics] would just be applied to the whole cast." I got the feeling that the Heat system makes it more difficult to build characters since it's another complex layer to design and balance, and as Harada concluded, "Doing that properly and making our main cast the best they could be is really the priority." Getting Ready For The Next Battle The new mechanics of Tekken 8 aren't necessarily new to fighting games in general, but in the context of the series and Tekken's core gameplay, it brings a whole other dynamic that can change the course of competitive play. Upon first impression and with a couple hours of playing the preview build, I immediately felt the nudge towards playing aggressively, which is the developers' intent. It's the Tekken I know and love, but with a few extra tools that keep the momentum going in each match. https://www.gamespot.com/articles/tekken-8-hands-on-preview-shows-evolved-core-fighting-systems-that-bring-the-heat/1100-6512772/
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Sons of the Forest(opens in new tab) continues its evolution from uncompromising horror survival game to playable meme generator with its latest patch, the headline addition of which is an electric unicycle. Named the Knight V (pronounced "Knight Five"), this discoverable vehicle lets players scoot around the game's vast cannibal island at high speed, like a greyhound with worms. Quite why there'd be an electric unicycle on an uncharted island filled with cannibals is another question, but videogames have never allowed logic(opens in new tab) to get in the way of fun. Highly impractical transportation isn't the only new feature added by Patch 03. Players can also find a pair of night vision goggles in the wilderness, helping you navigate at night without attracting attention from the local people-eaters. Meanwhile, the crafting system has been expanded to include solar panels, light-bulbs and electrical wiring, for those players who want to attract even more attention to their location. Alongside these added extras, Patch 03 includes a much broader array of balance tweaks, system changes, and smaller additions. Indeed, the changelog is quite the read. Adjustments range from the mundane, such as "improved some enemy base attack logic" to the disconcerting, like "dismembering dead characters with melee is now easier" to the outright disturbed, most notable of which is "dead babies now have buoyancy in water". Now, I have to say, a game that includes both an electric unicycle and floating dead babies gives me pause for thought, and I start to query what exactly Sons of the Forest is trying to achieve as an experience. The original game was fairly consistent in its horror themes, taking its world and its denizens mostly seriously. As a result, it more twisted horror moments were effective, because you'd already bought into the world. Sons of the Forest, by comparison, is increasingly shifting toward a daft, meme-baity sandbox that only moonlights in horror. Which is fine, but I question whether such a game also needs to include things like "puffy dead bodies" and realistically buoyant baby corpses. Whether fictional or otherwise, people tend to take the idea of infant death quite seriously, and perhaps including such ideas alongside the ability to zoom around on a vehicle normally reserved for clowns isn't the wisest creative choice. Right, I'll put away my soapbox now. You can read the full list of additions and adjustments made by Sons of the Forest's latest patch here(opens in new tab). The game's currently in (fairly rapid) Early Access development, with rough plans for a full launch in 6-8 months' time. If you're already playing Sons of the Forest and need a little help finding equipment, check out our extensive array of guides (opens in new tab)for the game. https://www.pcgamer.com/sons-of-the-forests-latest-patch-adds-a-powered-unicycle-and-craftable-electrics/
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Mighty Doom is now available worldwide for mobile devices. The most "chibi" game to ever bear the Doom name has been several years in the making, with Bethesda confirming Mighty Doom's February 2023 release date. Created by Bethesda subsidiary Alpha Dog, Mighty Doom is a top-down shooter whose adorable visual style is inspired by the collectible toys from Doom Eternal, the latest mainline installment in the iconic franchise released by id Software in 2019. Its full release has been a long time coming, as Mighty Doom already had a limited release on Android in 2021. The game finally left its extended beta status on March 21, 2023, when it was available for global download on both Android and iOS. It seems that Apple users were eager to play it, as Mighty Doom has already snuck into the top 10 games in the App Store's Adventure category, ranking number nine within 24 hours of its release. Although iOS user reviews are still sparse, first impressions from gamers are overwhelmingly positive and seem to match the thousands of five-star reviews written by Android gamers over the past two years. Despite its chibi aesthetic and shift to a top-down perspective, Mighty Doom does its best to maintain the essence of classic Doom games, encouraging players to keep moving and shooting. The developers also claim that doing so has never been easier, pointing to the game's one-touch control scheme, which makes it suitable for playing on the go. https://www.egames.news/noticias/Mighty-Doom-el-nuevo-juego-de-Doom-para-movilesya-esta-disponible-20230322-0005.html
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A wave of insolvencies among midsize banks has markets on edge, wondering who will be next. Under observation is the First Republic Bank of the United States, saved in extremis by a capital injection of US$30,000 million made by 11 Wall Street banks. Many see it as a weak link since it has also been a victim of the same customer flight that sank Silicon Valley Bank, Signature Bank and Silvergate Capital Corp. in the United States and Credit Suisse in Europe within 48 hours of each other. . Its shares have plummeted from $133.87 to $15 in just 15 days, that is, they are worth approximately 87% less. And it is precisely the withdrawal of funds and mistrust that is at the base of the rapid collapse of the regional banks in the United States and the panic attack suffered by the stock markets these days. Today "people can withdraw deposits from the banking system with the speed and fervor of those trying to buy Taylor Swift concert tickets," said Paul Donovan, chief economist at UBS Global Wealth Management. "The economic environment makes people lose confidence in banks and choose to withdraw their money, as is happening now. And that is not good. Bank deposits are the gasoline they need to function," he told BBC Mundo Víctor Alvargonzález, director of strategy and founding partner of the independent advisory firm, Nextep Finance. If there is a mass exit, the bank is seriously exposed and very quickly. The origin: the wild rise in rates On the other hand, "you have to keep in mind that if your clients have problems, as an entity, you have problems," adds Alvargonzález while acknowledging that the psychology of the market and depositors has played a role in what happened. This is clear, for example, in the case of Silvergate Capital Corp., highly exposed to the cryptocurrency industry, or SVB whose main clients belong to the technology sector, another of those most affected by the current crisis. But while analysts agree that each bank suffered from its own specific problems, these incidents can also be seen as the consequences of the fastest and biggest interest rate hike in more than 40 years. The experts agree: the origin of this crisis lies in the rate hikes and what we are seeing in the banking sector is only a side effect -unwanted- of the "medicine that cures inflation". Escape from the small to the great "The extremely rapid normalization of monetary policy translated into a loss of client confidence that led them to quickly withdraw their funds from banks perceived as weak," Elisa Belgacem, senior credit strategist at Generali Investments. "Although banks are better capitalized than in 2008, especially in Europe, the flight of deposits from smaller banks to larger and safer ones is likely to continue," says the expert. The figures show that small banks are clearly under pressure. "There is a flight of deposits to the largest and best-regulated US banks," says Axel Botte, global market strategist at Ostrum AM. Rising rates can trigger a recession, and that fear leads customers to choose very carefully where to put their money. Hence the preference for solid and reliable banks. recession and credits Most striking of all, economic theory says that when interest rates are high (as they are now) banks make more money. In a high rate environment, the sector earns more profit. "It is very good for the banks - for all of them - that interest rates rise because they earn much more on loans. Those who have variable credit pay more interest, so the bank without doing anything earns much more money," says Alvargonzález . And this happens not only in the existing loan portfolio but in all the new loans that are granted. "Now, if the economy goes into recession, the banks are going to give less loans and people are going to ask for fewer loans, with which this already spoils the good news of the rise in interest rates and this is the spark that ignites this crisis of confidence," he explains. Ben Laidler, global markets strategist at the investment platform eToro, explains why it is the mid-market banks that are suffering the most. "Small and midsize US banks, with assets below $250bn, will bear the brunt of the current liquidity grab and regulatory measures." Its importance in some areas is disproportionate. For example, they account for 60% of mortgage loans and more than 70% of commercial real estate loans in the United States. Economic growth indicator "Lending standards on both sides of the Atlantic have become much tougher. Institutions have increased the requirements for granting loans," he says. For Laidler, the difficulty in accessing credit is a clear early indicator of a slowdown in economic growth. What happened at Credit Suisse also demonstrates the extent to which the banking sector remains sensitive to confidence. Investors doubt the health of other banks and wonder whether or not bank problems are systemic. That is, if they affect the entire sector or just a few. For this reason, few analysts dare to venture that everything is going to stay here and that we are not facing a crisis like that of 2008. "It would be presumptuous to guarantee the contrary, since the only certainty that exists in finance is that everything is unpredictable, especially after such brutal rises in interest rates as the ones we have just experienced," says Alexis Bienvenu, manager of funds of the French manager La Financière de l'Echiquier The analyst warns that "the current tensions, despite being localized, will have consequences for the rest of the economy." Also for Latin America, given that the probability that growth will slow down will lead banks to be more cautious in granting loans. The world currently has many political and economic changes to digest and although this is a crisis of confidence and not of solvency, the markets do not forget what happened in 2008 and that is why the nervousness may continue for a few more months. https://www.bbc.com/mundo/noticias-65032021
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A fierce decades-long debate between paleoartists and scientists seems to be coming to an end: Tyrannosaurus rex had lips. Or, failing that, a soft tissue that covered and moistened their teeth, as well as protecting them from the outside. Thus, their profile representation is less similar to that of contemporary crocodiles, famous for their jaws with outward fangs, and could be more closely related to living lizards. The new research that clarifies this mystery has been led by Robert Reisz, a paleontologist at the University of Toronto (Canada), specializing in the study of the evolution of tetrapods. His work, recently published in the scientific journal Science, thus puts an end to one of the most iconic representations of dinosaurs, as is the case of the T-Rex and its association with the already mythical Jurassic Park saga (1993), directed by Steven Spielberg. based on the work of scientist and science fiction writer Michael Crichton. Despite the film's po[CENSORED]rity in the po[CENSORED]r imagination, discussion of dinosaur lips dates back to at least the 19th century. “There is a cultural fascination with T-Rex being ferocious monsters and for us that means long teeth,” the biologist clarifies with a smile from his home in Toronto, in a videoconference interview. And he ventures: "Now I think that, in my opinion, even when they opened their mouths, the fangs of the T-Rex would not stick out as much." In this way, the researchers hope to settle a decades-long discussion between artists specialized in scientific illustration and academia, with the invaluable distortion that po[CENSORED]r culture has caused around the fascinating figure of one of the best-known dinosaurs, even generating children's figures with upper teeth always visible. There's a cultural fascination with T-Rexes being ferocious monsters, and to us that means long teeth. For the scientists, one of the key pieces was the prehistoric dental record: the fangs of the saurians did not break like those of the crocodiles. The enamel of the teeth requires hydration so that it does not break, as in the case of alligators, which always have theirs exposed, even with their jaws closed. Although they spend much of their time submerged underwater, examination of their strong, pronounced tusks reveals cracks and deterioration on their surface. Reisz's work indicates that this is not the case of dinosaurs, since the available data indicates that they must have protected and protected their teeth in some way, since their enamel is much finer than that of crocodiles. The biologist considers that the fangs of the lizards would have to present a very characteristic degradation if they had suffered constant exposure to the environment. By comparing them with those of other animals, with and without lips, they realized that those teeth could not have been out in the open millions of years ago. The anatomy of the skull points to fangs in the right proportion, similar to those of a cat; Otherwise, they couldn't even close their jaws. Robert Reisz, paleontologist at the University of Toronto (Canada) The lead author of the study says that even the way the dinosaurs' teeth were broken was more of a closed jaw type than an exposed one. “When you look at some classic representations, you realize that if those teeth were really like they are seen in po[CENSORED]r culture, T-Rexes couldn't even close their mouths,” Reisz details. The paleontologist develops how in the study they compare the maxillary morphology of dinosaurs and come to the conclusion that the upper row of teeth would crush the lower one and the jaw would dislodge. This is how the research rejects the idea of jaws like those of crocodiles and traces a similarity between the scaly-lipped oral barrier, a match for iguanas and lizards, as is the case of Komodo dragons, one of the direct descendants of tetrapods. "Not counting the birds that are the closest living relative, but do not have teeth," the scientist qualifies. Not satisfied with the main revelation, Reisz elaborates on how his research debunks another myth that has been passed down through po[CENSORED]r culture: T-Rex grimaces would also be impossible. With the cranial reconstructions, the team warns, its jaws could not perform maxillofacial gestures like those we recognize in mammals. Our research paints a more natural image of T-Rex, making them look less monstrous, yet still fearsome predators. Robert Reisz, paleontologist at the University of Toronto (Canada) As with the plumage that is included in the representation of certain dinosaurs, the lips seem to be left in scientifically rigorous images. The authors explain that the study will serve to get an idea of how the oral dynamics or feeding of the dinosaurs were, in addition to improving knowledge about the reconstruction of soft tissues in the excavation of the sites. “The anatomy of the skull points to fangs in the right proportion, similar to those of a cat; this makes them look less monstrous and gives us a more natural image of the T-Rex”, says Roisz. Although aware of the demystification, he sentences: "They continue to be fearsome predators." https://elpais.com/ciencia/2023-04-07/las-fauces-de-los-tyrannosaurus-rex-estaban-protegidas-por-labios-similares-a-los-de-los-lagartos.html
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Ari Motors has decided to revolutionize urban delivery with a small and interesting electric vehicle. A vehicle designed for the distribution of goods that has a cargo volume of 766 liters and, what is equally important, a range of up to 200 kilometers on a single charge. Commercial vehicles are called to play a leading role in the process of change to sustainable mobility in which the European automotive industry has embarked. Not only passenger cars must face the commitment to electrification. Vans and other types of vehicles intended for the professional field must do the same. The German company Ari Motors has decided to revolutionize urban delivery with an interesting electric car. The new Ari 902 is positioned as the perfect ally for those professionals who need to carry out the distribution of goods in urban environments. This commercial vehicle not only boasts an electric propulsion system. As we will see throughout this article, it has some perfect characteristics to deal with large European cities. Ari 902, an electric car perfect for urban delivery The Ari 902 range is made up of the Pure, Comfort and Cargo versions. The Cargo version, as its name suggests, is positioned as the right choice for those professionals who need a small, 100% electric vehicle with which to move around the city in an agile way. And in addition, it offers ample cargo space. THE ARI 902 MEASURES ARI 902 MEASURES Length 2.95m Width 1.50m height 1.50m Trunk 766 liters It is slightly larger than a Smart ForTwo and has a payload capacity of 190 kilograms. The Cargo version of the Ari 902 has a cargo area perfectly equipped for the transport of goods. Some lashing points allow you to secure the load. Among the most outstanding standard equipment of the Ari 902 is the rear view camera, a digital instrument cluster and Bluetooth. The aforementioned Cargo version expands the endowment with air conditioning and power steering. The autonomy of the new Ari 902 As it is a 100% electric vehicle, all eyes are on the propulsion system. It is equipped with a small battery that powers a 15 kW (20 hp) motor. It can reach a maximum speed of 90 km/h. Regarding the autonomy of the Ari 902, the brand emphasizes on its website that it varies from 110 kilometers to a maximum of 200 km. The sale price of the Ari 902 starts at €13,990 for the Pure version. In its most exclusive configuration it reaches €15,990. It is already on sale in Germany. At the moment it is not available in Spain.
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Are you sitting comfortably? Stop for a moment and, without adjusting, notice your posture. What are your legs doing? Are they crossed? Are you one of those who cross to the right or to the left? 62% of people cross their legs to the right, 26% the other way around and 12% have no preference. There are two typical ways to sit in a chair and cross your legs: at the knee and at the ankle. But as comfortable as it is to sit cross-legged, is it bad for your health and posture? Let's take a look at the tests. For starters, studies show that sitting cross-legged can increase misalignment of the hips, with one higher than the other. In addition, it alters the speed at which blood circulates through the blood vessels of the lower extremities, which can increase the risk of clot formation. Most studies suggest that crossing your knees is worse than crossing your ankles. In fact, sitting in this way can cause an increase in blood pressure due to the accumulation of blood in the veins and the heart has to work to avoid it. For this reason, when they take your blood pressure, you must support your feet on the ground. Effects on the body The longer and more often you sit cross-legged, the more likely long-term changes in the length of the muscles and the arrangement of the pelvic bones will occur. Additionally, due to the way the skeleton articulates, crossing the legs can also lead to misalignment of the spine and shoulders. Head position can become misaligned due to changes in the neck bones, as the spine compensates to keep the center of gravity above the pelvis. The neck can also be affected, because one side of the body is weaker than the other. The same imbalance is often seen in the muscles of the pelvis and lower back as a result of poor posture, as well as the stresses and pressures caused by sitting cross-legged. The pelvis also tends to get out of adjustment due to prolonged stretching of the gluteal (buttock) muscles on one side, which means they become weak. Sitting cross-legged for a long time increases the chance of scoliosis (abnormal alignment of the spine) and other deformities. In addition, it usually causes greater trochanteric pain syndrome, a frequent ailment that affects the outer side of the hip and thigh. Research shows that sitting cross-legged can put the peroneal nerve in the lower leg—known as the fibular nerve—at risk of compression and injury. This often manifests as weakness when trying to lift the little toe and worrisome foot drop. Although in most cases, this is short-lived and returns to normal within a few minutes. There is evidence that crossing your legs can affect sperm production. This is because the temperature of the testicles should be between 2°C and 6°C below normal body temperature. Sitting increases the temperature of the testicles by 2°C and crossing the legs can increase the temperature of the testicles by up to 3.5°C. Studies suggest that an increase in the temperature of the scrotum or testicles often reduces both sperm count and quality. Keep in mind that due to anatomical differences between men and women, it is easier for women to sit cross-legged, especially since men have less range of motion at the hip. The benefits Research, however, does indicate that sitting cross-legged may be beneficial for some people. A small 2016 study, for example, found that for people who have one leg longer than the other, sitting cross-legged can help adjust the height of the two sides of the pelvis, improving alignment. Sitting cross-legged also seems to reduce the activity of some muscles, especially the obliques (the ones under the skin where you put your hands on your hips) compared to sitting with your legs forward. This can help relax your core muscles and prevent overexertion. Similarly, sitting cross-legged has been shown to improve the stability of the sacroiliac joints (responsible for transferring weight between the spine and legs). And, of course, the famous yoga or meditation posture (lotus position), in which people sit cross-legged on the floor. There is little data on whether spending long periods of time in this position can cause some of the problems caused by sitting cross-legged in a chair. However, yoga offers great benefits to many people, even those who already have knee problems. What's the verdict? It's probably best to avoid crossing your legs if you can. That being said, many of the risk factors associated with crossing your legs are compounded by other underlying issues, such as a sedentary lifestyle and obesity. So with this in mind, the main advice is not to sit in one position for too long and to be active regularly. https://www.bbc.com/mundo/noticias-65144864