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Everything posted by Dark
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Game Informations : Developer: Alex Navarro Platforms: PC Initial release date: January 18, 2008 at 5:01PM PST The basic premise of King of Clubs is simple enough: An enterprising down-and-out gambler has set up a crazy golf (or minigolf, if you prefer) course just outside of Las Vegas, trying to bring some Vegas style to that humblest of sports. He's created five different zones with themes typical of some of Las Vegas' over-the-top establishments: prehistory, ancient Egypt, medieval, tropical, and sci-fi. They all have an intentionally run-down feel to them, but that doesn't add to their charm. Just because the course you're playing on is meant to have been put together on the cheap doesn't excuse the fact that the game itself seems to have been as well. The gameplay is simple enough: You choose your club and ball then point your character in whichever direction you please. Next, you press X twice to take your shot--once to start your swing and a second time to set the power level. You only start with one club and a standard ball, but as you progress through the single-player mode, you gradually unlock more of both in the game's shop. Using this simple mechanic, you traverse the game's 90 holes to slowly unlock all the balls, clubs, and extras. The extras include new character models (one per zone), as well as new colours and styles for your ball, such as an eyeball or an eight ball. You can also unlock the ability to change the sound effects used in the game. While these seem like nice additions, none of them add anything significant to the game. In between you and the hole on all the courses are a series of obstacles. These are either ramps, blocks or boards in a shape to reflect the zone--lava spouts in prehistory, robots in sci-fi, knights in medieval, and suchlike. These often move, and are there either to get in the way of, or in some cases, help you on your way to the hole, by providing you with a target off which to bounce your ball to get it to the hole faster than simply shooting through gaps. While graphically the obstacles vary from zone to zone, functionally they're all the same and there's no real difference in the way they play. While the zones look different, they all play in the same way and have no real difficultly scale. The holes are either very easy or fiendishly difficult, with no coherent scaling up as you play through the courses. The look of the courses present another missed opportunity. The decorations around the course's edge would capture the on-the-cheap Vegas aesthetic quite well if most were not rendered so poorly. The courses themselves are a letdown, with only a couple of the 90 courses standing out in any way. Some of the level design is also suspect: With a clever club choice, it's possible to complete par sevens in one or two strokes. Some of the courses also manage to be a little too ambitious for the game's rather limited engine, with collision-detection problems and plunging frame rates destroying what little fun there is to be had on a number of holes. The graphics are universally poor, falling far short of the PlayStation 2's capabilities, despite the fact that the game's art direction does manage to maintain the on-the-cheap Vegas aesthetic throughout. For example, the more detailed balls are a nice enough idea in the shop, but once you're on the course, the differences become very hard to spot. The new character models are also good in theory but fail to deliver in practice because of technical issues, as well as the apparent lack of effort put into them. For example, you need to manually swing the camera around to one side to see the ball's path when playing larger characters. Each character has a few postshot animations, but these are very basic. In addition to a different aesthetic for each zone, there is different music. This is perhaps the game's weakest feature, but luckily it is relatively easy to turn off. Each zone has a single loop that repeats every 15 seconds or so, ad infinitum. The loops themselves are not offensive, but repeated over and over for 18 holes, they are enough to drive the most reasonable golfer crazy, especially when combined with the game's very limited sound-effects library. Once you have played through the courses in single-player, it is possible to go head-to-head with a friend on the same console (though not online) over any number of holes. This is a mode with some appeal because the simple gameplay lends itself to quick matches with almost anyone, but it is beset with a number of problems. The most significant is the loading times. Considering how simple the courses are, the wait for each one to load is simply unacceptable, even for a PS2 game, and is enough to drain most of the little fun there is out of the experience. One missed opportunity here is the option for a match-play multiplayer mode: The only options presented are time- and shot-based multihole tournaments, with the aim of trying to finish with the lowest total. While the time-based mode is an interesting idea, it manages to be even less fun than the standard shot-based format because unless you know the course very well, you're likely to end up taking far more shots than you will in the standard mode. This means you'll spend lots more time watching the same postshot animations, over and over again. Ultimately, King of Clubs takes an interesting premise but undermines it with poor graphics, dire sound, and limited gameplay. Even if you like crazy golf, this game is one to leave in the clubhouse. System requirements Recommended: Pentium 4 1.6 GHz. 512 MB RAM. graphic card 128 MB (GeForce 4 Ti4400 or better) Windows 2000/XP.
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B.T.S XD
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general meeting General meeting 22.03.2021 Monday 22:00 RO Time
Dark replied to myCro's topic in ~● Announcements ●~
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The arrival of the new generation of graphics cards from NVIDIA and AMD has brought with it new standards in terms of graphics quality and performance, but also new requirements in terms of power, especially in terms of power supply watts. Many users who had no problem switching GPUs in the previous generation with a 600 watt power supply now find that it is not enough, so how many watts does your power supply need to have to service the new generation of graphics cards? top of the range? Let's find out. Sometimes we have talked to you about the recommendations regarding the power of the power supply of the different manufacturers, but as one thing is the theory and another is the practice, in this article we are going to show you real data measured by ourselves from first hand, so that the data has been collected with a real PC in a real environment, here there is no room for theory but we are going to work with empirical data and, therefore, unquestionable. The sandbox: a real gaming PC To carry out the tests we have used a gaming PC that is not even the latest generation (but it is quite powerful), since we want to focus on the consumption of the GPU and not the rest of the system, although as you will obviously assume the consumption of the processor it is also added to calculate the watts required by the power supply. Be Quiet! Silent Base 801-055 The PC used includes an Intel Core i7-8700K processor cooled by a Corsair H100i Platinum AIO kit, 32 GB of RAM memory in 4 modules of 8 GB Corsair Dominator Platinum RGB at 3600 MHz, an MSI Z370 Gaming M5 motherboard and a PCIe SSD NVMe Transcend 220S 1TB. For testing, we have had the following GPUs: The 600 watt power supply has marked the turning point where it has been able to perfectly handle (although at the limit) an RTX 3070 both in gaming and in the torture test, but if we go up to an RTX 3080, the system turned off because it jumped the overload protection system (OPP). With the 550-watt model, we haven't even gotten there, although it was surprising to see that it was able to keep the RTX 3070 active in gaming but not in the torture test. The fact is that it has only been from the 850 watt model that we have been able to run all the tests with all the graphics without problems, even with the demanding RTX 3090 FE whose consumption by itself is about 380 peak watts. Our recommendations NVIDIA itself recommends a minimum power supply of 550 watts for an RTX 3070, 650 watts for the RTX 3080, and 750 watts for the RTX 3090, but these recommendations are under ideal conditions and are highly dependent on the processor and the rest of the device. hardware, as well as the age and quality of the power supply itself and whether or not the processor is overclocked, something that can trigger VRM work and therefore consumption. NVIDIA-RTX-3070-8-GB One thing must be taken into account beyond consumption, and that is that the amperage required by the new top-of-the-range graphics from both NVIDIA and AMD has been increased, raising even more the requirements regarding the quality of the power source. feeding. In view of the results obtained in our tests and therefore based on the data we have collected, our recommendation is that to comfortably handle an RTX 3070 you will need a good quality power supply with at least 650 watts ( in our test the 600 watt power supply has held up perfectly, but it is better to go with a little to spare since as we have mentioned before the rest of the hardware also influences) and not the 550 that NVIDIA recommends. As for the RTX 3080, the 600 watt power supply has also endured the gaming test but not the torture test, so we would recommend at least a 750 watt power supply. Already for the RTX 3090 the recommendation in view of the performance and current requirements is 850 watts and not the 750 watts that NVIDIA recommends for this graphics card. High-end graphics, high-end font Our final recommendation beyond the amount of watts you need for each graphics is that if you have the money and resources to buy a high-end graphics card, you should also reserve a part of your budget for a high-end source, because we believe Certainly, those who skimp on the source when buying a GPU of this size, will end up regretting it. be quiet Dark Power 12 Regarding the new generation high-end graphics cards, we believe that now more than ever it is important to pay special attention to the power supply, and from our tests we can tell you that with an 850 watt power supply you will not be wrong whatever it is. the graph you are going to choose.
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Applications for remote study, physical activity and mobile video games experienced greater growth during the onset of the pandemic, compared to the moderate growth of dating apps and the decline in food delivery apps, which had to wait to relax the restrictions to grow. Based on the traffic data of its 'market' of applications, Uptodown has pointed out the applications that have accompanied the Spaniards in the different moments of the pandemic that is now one year old, and the evolution of their use and po[CENSORED]rity throughout of the same. The start of the confinements and restrictive measures in April 2020 marked the beginning of the increase in downloads of distance education applications. The platform registered two million downloads in March, an increase of 214.4 percent compared to February (636,000). In February 2021 downloads have dropped to one million. Children's entertainment applications, such as the games Toca Life World, Princess Salon, My Town: Home Dollhouse, Club Penguin, or the Peppa Pig video app, have had a continuous rise in the number of downloads throughout 2020 : the highest peak did not occur at the beginning of the first wave coinciding with the closure of schools and more parents working at home, but month by month it has been experiencing continuous growth. And when it comes to dating services, applications of this type have experienced moderate declines, even having a slight rise in the months of the first wave, March and April, and in the beginning of the summer (June and July). In the statistics, Tinder is crowned as a great favorite (1,258,203 downloads in the period studied) followed closely by Grindr (1,041,567). Thus, Uptodown recorded in January last year more than 58 million Android game downloads, which amounted to more than 75 million in March, and by January of this year they fell to 60 million.
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Game Informations : Developer: Alex Navarro Platforms: PC Initial release date: January 18, 2008 at 5:01PM PST It's difficult to imagine a less needed game than Napoleon Dynamite: The Game, and yet, here it is. This handheld collection assembles a series of less-than-stellar minigames and builds them around a number of wacky characters and situations from the 2004 oddball cult-classic comedy film. This is the sort of game you'd see quickly churned out to coincide with a film's release or at least some kind of DVD release. That's not the case here. The developers at 7 Studios and publisher Crave decided that more than three years past the film's height of po[CENSORED]rity was the right time to strike with a game adaptation of Napoleon Dynamite. That error in timing might have been forgivable if the games were even halfway amusing, but sadly, no such luck. For Napoleon Dynamite, the developers cobbled together a collection of minigames that seem like they were cribbed from the most mediocre cell-phone games imaginable. There's the "toss the object farther than someone else" game, the half-baked target shooting game, the idiot-simple bowling game, the occasional attempt at a scrolling shooter, and, of course, the requisite dancing game with PaRappa the Rapper-style mechanics. The games occasionally break out of the realm of pure mobile-phone-download mediocrity, but these attempts tend to be aggressively unpleasant as opposed to merely boring. The few bouts where Napoleon takes on the role of a Rex-kwan-do master, fighting a lot of hapless ninjas and such, are so bereft of coherency that all you need to do is mash random buttons and most likely you'll end up a winner without even realizing it--though "winner" in this case is definitely relative. Then there are the occasional awful sports games, like the hopelessly dull tetherball game and the world's most awkward dodgeball game not to feature Stephen Root in bondage gear. Dodgeball is especially bad. You're partnered up with your best pal, Pedro, but you can control only one player at a time, and the CPU player is terrible at dodging enemy attacks. The good news is that you can use the same dashing jump attack and hit an opponent square in the face 19 out of 20 times. Dodgeball is hardly the only game to suffer from problems like these. The PSP version of Napoleon Dynamite offers about 30 minigames, and the DS version includes around 25. Out of these, maybe two or three are enjoyable. That's not exactly a great ratio. It's worth noting that the PSP and DS versions of the game offer essentially identical minigames, though the mechanics tend to differ slightly based on each system's control mechanics. However, the differences are slight, and the problems are almost always the same across the board. The game tries to tie all these minigames in to a storyline, which involves Napoleon's grandmother's beloved llama, Tina, escaping her pen, Napoleon's uncle Rico and brother Kip going into business selling anti-aging vitamins, and Pedro's sister having her quinceanera. A bunch of memorable gags and lines from the film are brought into the proceedings, but none of it works, largely because there's barely any audio in the game. Seeing a text bubble of Napoleon saying "Gosh!" or, really, any of Pedro's deadpan dialogue is roughly one-eighth as funny as hearing the actors say the lines out loud. There are a few assorted sound samples chucked into the PSP version (with markedly fewer available in the DS version), but they're just lines randomly uttered during competition, and they get repeated way too often. The PSP and DS games look relatively similar to one another, with a similar style of cut-and-paste animation for the minigames and story sequences. It's not unlike what the Nacho Libre DS game did back in 2006, with photos of the actors cut into pieces and reassembled to create exaggerated cartoon versions of the characters. The PSP version actually looks pretty neat at times, though the DS version lacks a lot of the PSP version's animations, mostly during the story bits, so you tend to get stuck with a lot of still frame shots. The DS version also lacks multiplayer of any kind, whereas the PSP version does have ad hoc and download multiplayer options for up to two players--not that you'd want to play any of these games with a friend, but hey, at least the option's there. The PSP version has its own problems to balance things out a bit--the sheer number of load times in the game is overwhelming. None of the loads on their own are especially long, but those short loads pop up in between every single screen, from a still-framed dialogue bit to an actual game, so you find yourself sitting around waiting a great deal. Napoleon Dynamite: The Game is, in a word, irrelevant. Hardcore fans of the movie won't find much content here that hasn't been recycled from the film (and in less funny fashion, at that), and the gameplay isn't anywhere near fun enough to hold anyone's attention for long. If you were to ask the eponymous hero what he thought of this game, he'd probably say something along the lines of, "This is pretty much the worst game ever made." Maybe it's not quite that bad, but it's a poor effort all the same.
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Because of the ease we have when building a PC, we often do not appreciate the electrical engineering that is carried out to make everything work. For example, how does the motherboard manage the way the processor gets the power it needs to function? It does so through voltage regulator modules or VRM for its acronym in English, and in this article we are going to tell you what exactly a VRM is, how it works and how it affects the performance of the processor. When we talk about PC motherboards, it is often mentioned that they have X-phase VRMs where we all appreciate the fact that the one with a higher number of phases is better, especially if you intend to overclock the processor. This basis is essentially true, but to reach this conclusion we are going to delve a little deeper into the matter to see how this whole system of power delivery to the processor works. What is a VRM and how does it work? The VRMs on your motherboard consist of a number of crucial but underrated electronic components, since they are what ensure that the processor or even the graphics card receives a clean power supply and, most importantly, with the exact and constant voltage that need. A poor VRM system can cause degraded performance and limit the processor's ability to operate under high load; it can even lead to unexpected blackouts, especially when overclocking. The first job of a VRM is to convert the 12V power coming from the power supply to a voltage value usable by the PC components. In the case of processors, this voltage usually oscillates between 1.1 and 1.3V, and is that the delicate components inside can easily short-circuit when the proper voltage is not supplied. Accuracy is also crucial when powering a CPU, and the required voltage must be supplied as accurately as possible. For this reason, VRMs are much more complex than a simple cable, although basically their operation is essentially based on behaving like a step-down converter, converting the voltage precisely to the appropriate levels. The VRM uses three components to do its job: MOSFETs, inductors (also called chokes), and capacitors. There is also an integrated circuit (IC) to control everything, sometimes called a PWM controller; Below you can see a simplified diagram of how a single phase VRM works. Single phase VRM Multi-phase VRM (processor + RAM) Modern computers require more than one single-phase VRM, which is why modern motherboard power systems use multi-phase VRM or multiphase VRM. The multiple phases distribute the power load over a wider physical area, thus reducing heat production and stress on components, as well as providing other electrical improvements related to efficiency and cost per part. Multiphase VRM Each of the phases of these modern VRMs supplies a fraction of the required power, taking turns providing full power to the processor. Taken individually, each phase provides only a brief moment of power, visualized as a square-shaped wave. Phases The energy burst from each of the phases is staggered from the last one, so while only one phase works at a time, the total amount of energy never changes. This, in turn, produces a smooth and reliable power source, just what a processor requires to function optimally. You can see a simplified system of operation below. Processor multiphase VRM operation The truth behind the phase announcements Motherboard manufacturers typically advertise their product VRMs as the sum of two figures, such as "8 + 3" or "6 + 2". The first of these numbers indicates the number of phases dedicated to cleaning power for the CPU, while the second number indicates the phases of VRM that remain to power other components of the motherboard, such as RAM memory. Gigabyte-Phases-VRM When the first number is greater than 8, such as 12 + 1, 18 + 1, or even more, the manufacturer often uses a device called a duplicator. A duplicator allows them to multiply the benefit of existing phases without having to physically build additional phases on the motherboard PCB. Although this is not as effective as the completely separate phases, it does allow some electrical improvements in the whole and obviously its manufacturing cost is much lower. Of course, since this technique allows manufacturers to increase the number to the buyer at a small cost to them, they often take advantage of marketing strategies to "sell" their plate as if it were better than it is. Be careful with that.
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LG has confirmed the dates for Europe of the updates of its mobile terminals to the Android 11 operating system, which are distributed between April and December 2021, depending on the model. The brand has informed through its website in Germany about the date on which each model will be able to download the new update. Thus, the LG Velvet 5G will be able to adopt the new system from April 2021, the LG 8X from a date between April and June, while the LG Velvet 4G and the G8S will see it released between July and September. Then, between October and December of the same year, the LG Wing, LG K52 and K42 can be updated. The South Korean company has not given more specific dates and reports that, at the moment, the operation of the system in all models is in a trial period. On the same page they also offer a guide (in German) on how to install the update. Meanwhile, Google is already working on Android 12 and has a trial version that anticipates the final launch that, officially, will take place in the last third of this year.
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Game Informations : Developer: Joe Dodson Platforms: PC Initial release date: January 18, 2008 at 5:01PM PST No. In Sonic Riders: Zero Gravity, it still doesn't make sense that Sonic the Hedgehog would need to race upon a hoverboard. That's like Cyclops from the X-Men buying a laser gun, or Iceman needing a snow cone. And even though there are a couple of speedy thrills, with a two-hour campaign, an overbearing plot, and lame course design, you need this hoverboard racer about as much as Wolverine needs a new set of Ginsu knives. The story is obviously ludicrous. After all, at their core, Sonic games have always been about the battle between a talking hedgehog in sneakers and a fat, mad scientist. But Zero Gravity is ludicrous in unexpected ways. The game begins with a rampage (ripped straight out of I, Robot) in which Sonic and company are caught in the middle when an ancient artifact they stumble upon turns out to be a prized possession of the robots' mother. The team investigates and quickly crosses paths with Dr. Robotnik, who swears he has nothing to do with the calamity, to which Sonic says "Well I guess for now we'll have to buy that Eggman isn't involved." Yes, it's that head-slappingly stupid. Even worse, when you finally discover that Eggman is involved, it's revealed that the reason he's trying to gather the artifacts and stop the robots from rampaging is so that he can...cause the robots to rampage. But wait, it gets worse. The artifacts are part of this crazy legend involving the Babylon Rogues (a rival hoverboarding team comprised of, what else, birds), and they eventually lead you to a place referred to as "The Crimson Tower," which is, of course, blue. Not only are the plot and dialog bad even by Sonic standards, but you also have to sit through huge chunks of this garbage every time you complete a race. Ironically, the story mode itself is very short and takes only about two hours to beat. You simply jam through a handful of courses, bang your head against whatever hard object is nearby during the cutscenes, and then, suddenly, the credits roll. After that, your only option is to race through the same levels in survival mode, time attack or world grand prix mode, which earns you credits to purchase "extreme gear." The racing itself is all over the place. The basic controls have you pressing forward on the L-stick for thrust, and moving it side to side to turn. If you need to make a really sharp turn, you can hold a button that slows you down but lets you rotate freely. Once you're pointing in the direction you want to go, you release the button and burst off, as if you were fired from a slingshot. This is an interesting mechanic that is put to creative use only in one level, where you must make hairpin turns over a cliff. The only way to pull one off has you actually hanging in space when you go off the turn, after which you dash back onto the road. It's thrilling when it works, but it works only half the time. You're just as likely to shoot yourself down into the abyss, or up into the ceiling, which is somehow also deadly. Furthermore, slingshot turns are complicated in that they use energy points. These are accumulated when you make jumps. Jumping is simply a matter of hitting a button as you go off of a ramp. The later you hit the button, the more energy points you get. These can be spent on either turns or dashes. If you dash, you move much faster, and actually gain additional speed by running into objects (you didn't misread that). However, if you use all your energy on a dash, you'll eventually come to a tight corner, attempt to jump turn, and be stopped dead in your tracks because you were out of juice. Lots of games penalize you for overusing boost, but none this obtusely. Speaking of obtuse, brace yourself for this next bit about hoverboard power-ups and shortcuts. You see, every board has its own selection of abilities that can be activated in each race if you collect enough rings, which are scattered throughout every course. These powers don't carry over from race to race. But rather than catalog them all, we'll focus on three: grind, wheel, and air. Each of these powers correlates to a type of shortcut. If you can grind, the rails are open to you. All you have to do is jump on one and you're on your way. With wheel, you can crash through obstacle-laden detours. However, the wheel is generally terrible, and its shortcuts are the worst. And if you have the air, you can fly off of a ramp, through three rings, and past your competition. Although the concept of three different types of shortcuts is interesting, none of them are much fun in practice, and they sometimes take longer than the normal route. The graphics are mostly fine, and in a couple of spots, the game manages to convey a real sense of speed. The sounds aren't bad either. Some of the music is catchy, and it's nice that the characters talk smack every time you pass a rival. Nevertheless, the game's overall lack of content makes it one of the last things you'd want to spend 40 bucks on. Even though it manages to capture the occasional burst of Sonic speed, there isn't enough content in Sonic Riders: Zero Gravity to keep you entertained for more than two or three laps. System Requirements CPU: Core i5. CPU SPEED: Info. RAM: 4 GB. OS: Windows 7 SP1 (x64), Windows 10 (x64) VIDEO CARD: DX11 Compatible GPU with 2GB VRAM. PIXEL SHADER: 5.0. VERTEX SHADER: 5.0. FREE DISK SPACE: 2 GB.
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It has rained a lot, a lot since the last time we talked about the super lawsuit that NVIDIA investors themselves launched against the company about hiding and embezzling accounts on the sales of GPUs for mining within the gaming division of the company itself. Now, the judge of the US District Court, Haywood Gilliam, is issuing the sentence of that battle worth one billion dollars. Who has won, who was right? History repeats itself cyclically as at that time in 2017 and 2018, where NVIDIA was involved in the middle of a litigation where its own investors blamed the company for what happened with the mining market. The problem reached the courts as it could today, except that we would have to wait as many years to know the conclusion, is NVIDIA guilty or innocent? Did 60-70% of gaming GPUs go to miners? HomeMiningAMD The story seems like a carbon copy of what we currently suffer, and it is that in those years cryptocurrencies and mining were such a big boom that the stock of graphics cards flew, and it did so because all GPUs in stock or available in warehouses were sold to the large mining farms and to a lesser extent the users who sought them as if it were the gold rush. These sales were difficult to manage for NVIDIA, which was accused of diverting those sales as sales for gaming, within said division, instead of auditing as a cryptocurrency market as such. Although NVIDIA had record revenues, the demand from shareholders, concerned about the bursting of the mining bubble and the drop in sales and with it the price of the shares was a demand of no less than a billion dollars in diversion. from income. Simply put, sales fell 66%, stocks fell 7.85%, and the bubble burst after that. NVIDIA gets away with it on demand nvidia-gpu-mining Judge Gilliam has agreed with Huang's, as he considers that the plaintiffs did not provide adequate evidence to demonstrate in the lawsuit that NVIDIA misled those investors during the two specified years. Even so, the company acknowledged that some sales went to miners, something the judge apparently liked. The main problem is that, after years of litigation, NVIDIA is still unable to determine to this day and in more current accounts how much money reaches its coffers from the mining market and how much belongs to gaming. They estimate that between 100 and 300 million dollars could be the approximate figure, but that is a gigantic GAP that only strengthens its position before the judge after two years of attempts to clarify its accounts. Another detail is that mining and these figures represent a very small percentage of the profits of the gaming market. We are talking about billions against millions simply, specifically and pulling upwards: 5 billion vs 300 million. So NVIDIA has come out as the big winner of this battle, it saves paying a billion and manages to show that it is not possible to demonstrate where its sales come from, but after the announcement of its HX line, this should be resolved to a large extent, ¿ Or maybe not? Shareholders must now assume that the data provided by the company is risky, inaccurate and that they have to assume the fact that investments in that company have changed due to the mining market.
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One in three women will be the object of some form of violence throughout her life, including digital forms, which have many faces and are a growing concern both in Spain and in Europe, where they seek to stop it with measures such as fighting against 'stalkerware' and spying on digital devices within the couple. The most common forms of digital violence against women and girls include cyberbullying, insults, unsolicited pornography, sexual extortion, threats of rape, the dissemination of private data, so-called revenge pornography, among other actions, as collected European Institute for Gender Equality (EIGE) In its study 'Cyber violence against women and girls', EIGE points out that "there is a growing phenomenon that disproportionately affects women and girls, with serious repercussions on the 'real' lives of the victims", Of the women who have suffered some type of sexual harassment, 18.4% have received inappropriate, humiliating, intimidating, or offensive insinuations on Internet social networks such as Facebook, Instagram or Twitter, and 15.9% have received emails , WhatsApp messages, or sexually explicit inappropriate text messages that have made you feel offended, humiliated, or intimidated. Web and digital platform security configurations are one of the first lines of defense in the digital world. The directive also states that women "must be very clear with whom they share intimate material and that, if their rights are violated, the law supports them and they can take legal action." DeStalk responds to the fact that the use of technological tools is not enough to fight against 'stalkerware'. As indicated by the General Director of Kaspersky Spain, Alfonso Ramírez, "it would be of great help if professionals and users were aware that 'stalkerware' exists, knew how to recognize the signs that this 'software' is installed on their devices and had clear how to act ".
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Game Informations : Developer: Kevin VanOrd Platforms: PC Initial release date: August 22, 2008 at 6:02PM PDT Ostensibly, MX vs. ATV Untamed for the PSP is a different game than the versions found on the Xbox 360 and PlayStation 3. The core concept of the MX vs. ATV series is still intact--driving around on all manner of off-road environments, pulling off tricks, and getting yourself into painful-looking spills in the process--but the organization of elements found in the console version of the game has been refigured for the handheld version. The result is a scaled-back, uneven Untamed experience that ends up more frustrating than fun. The core mode in Untamed for PSP is the X-Cross Tournament, which was also found in other versions of Untamed. However, unlike the tournament mode on the console versions, Untamed's X-Cross Tournament on the PSP is based on location, not vehicle type. In fact, whereas Untamed features the same plethora of vehicle types found in the other versions of the game, only MX and ATV bikes are available at the get-go; other vehicle types must be unlocked as you progress through the game. To progress in the X-Cross Tournament, you must complete a number of events in each location. The event types are the same throughout each location and, to move on, you have to beat five of the six available tests. These event types include your standard races around outdoor supercross stages, waypoint races that are more wide-open, time-attack events that challenge you to get from one point on the map to another in a set amount of time, stunt challenges that award points for pulling off stunts, flag challenges in which you capture a set number of flags strewn all across a map, and stunt attacks that combine racing and stunts. All of these event types have their highs and lows, and practically all of them deal with the game's sketchy approach to vehicle physics. For example, the race events put a heavy emphasis on the rhythm-racing concept that has been a core concept of the series for a while now. You can preload before a jump to get extra air by pushing down on the D pad or analog stick and then up at the lip of the jump. There's also a negative preload that will result in a shorter-than-normal jump, which is pulled off by reversing the normal preload. Judging when you need to preload, negative preload, or simply take the jump as normal is one of the keys to success in the game. Hungry for some frustration? Well, you'll find plenty to satisfy you in Untamed's stunt events, which pit you against a number of other riders in a race to rack up the most stunt points in a set amount of time. The tricks themselves are simple button combinations, but landing those tricks is an entirely different matter. The game rates your landings on a scale that ranges from "perfect" to "ouch," and the number of points you earn from your tricks is determined by the landing you manage. Therefore, an ouch-rated landing will take away most of the points you earned in midair. Fair enough, except that there seems to be little consistency in how the game determines a good landing from a bad one. What might seem to be a perfect landing to you will result in a score-lowering "ouch" rating for seemingly no good reason. Your best bet in the stunt events is to find one ramp on which you can nail a consistent landing and just keep circling back over and over to pull off tricks. The events in Untamed aren't helped by the game's overall shoddy course design, complete with stunt ramps and obstacles that often seem placed specifically to assist your failure. Water hazards are especially frustrating in the game; landing your bike in practically any water will result in an instantaneous crash. During your first forays in a new locale, when you're generally unfamiliar with the territory, you can expect to crash a lot. The game's blurry minimap won't do much to help you learn the lay of the land. This is especially noticeable in events where there is typically one optimal path for success, such as the time attack and flag challenges. Often, this path will use bridges and other shortcuts that you might not even be aware of until you've become very familiar with the territory. The result is plenty of trial and error, lots of unnecessary crashing, and perhaps a few aggravated curse words tossed in on your behalf. The PSP version of Untamed is a mediocre-looking game. The riders and vehicles all look fine, and the trick animations are varied, but the environments lack much in the way of distinct detail, especially when it comes to textures. This is partially because the environments in Untamed are huge, with an open-world design that will let you explore the environments and "drive" to events to start them (alternately, you can simply warp to the start by selecting an event in the game's menu). The game features several different surfaces to drive on, including mud, dirt, pavement, and snow, and all of these can affect how your vehicle handles, sometimes dramatically (in the case of snow). Regardless, no matter what kind of surface you're speeding along, there's very little in the way of kicked-up particles from your tires, and no tracks dug into the ground as you zip around. Once you've tired of the single-player campaign, you can check out the multiplayer modes, which actually aren't much different than what's found in the single-player game. You can connect with up to three other players via ad-hoc connectivity, but some of the available events are simply taken from the single-player game, including race, stunt challenge, and flag challenge. There are also three unique game modes in multiplayer: golden helmet, stunt race, and own the track. However, they don't feel altogether different from the single-player modes and probably won't hold your attention for too long. Though the controls in Untamed for the PSP actually feel a bit more responsive than those in its console big brothers, there isn't a whole lot to keep you busy for long. If the racing were a bit tighter and if landing tricks felt a bit more consistent, Untamed would be a taut and exciting little off-road racer. As it ended up, the game feels far tamer on the PSP than its name would lead you to believe. System requeriments OS: Windows XP / Vista / 7 / 8 32 or 64 bit. Processor: 2.4 GHz Intel Pentium 4 or equivalent. Memory: 512 MB RAM. Graphics: nVidia GeForce 3 or ATI Radeon 8500 or equivalent with 64 MB of Video RAM
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My vote DH2, nice music
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Accepted! good activity. Welcome family
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