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Dark

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  1. Dark

    [Review] Datura

    Game Informations : Developer: Mark Walton Platforms: PS3-PC Initial release date: May 11, 2012 at 6:02PM PDT There's a fine line between the artistically brilliant and the indecipherable. To walk that line is to risk turning a potentially great piece of work into an object of ridicule. And yet, that's a risk that developer Plastic has taken with the PlayStation Move-powered first-person adventure Datura. It's not so much a game as it is an interactive art piece, a psychedelic trip that hints at greatness but ends up trying too hard to be clever for its own good. There's no coherence to the story and no real challenge to be had, resulting in a short, if technically impressive, adventure that's more confusing than intriguing. No Caption Provided That adventure starts in an ambulance. There's no explanation as to why you're there; the sound of the siren and the hypnotic beeps of a heart monitor are your only clues. In front of you floats a disembodied hand that follows the motions of the Move controller with an eerie precision. That hand is your only way of interacting with the world around you. You can rotate it by rotating the controller, or reach out to touch objects by moving closer to the screen. The intuitive system also highlights objects that you can interact with by displaying an icon that lets you know to pull the trigger to grab an object or press triangle to inspect one. The icon flashes as you hover your hand over cables attached to your chest. You grip them, and with a sharp tug on the controller you rip them out, causing you to black out and awaken in a forest. It's littered with autumnal dead leaves and many strange artefacts and buildings. Most of your time in Datura is spent exploring the forest, where you soak up the atmosphere, and listen to a foreboding orchestral score, all while trying to figure out exactly what it is you're doing there. You walk around by holding down the Move button and pointing where you want to go, and holding down X lets you spin around on the spot. No Caption Provided The forest is filled with various objects for you to interact with. An ancient tree trunk sports a mask that you can rip off, a fountain spouts water from the mouth of a stone fish, and a hazardous-looking wooden shack houses an air rifle and targets for you to shoot. The way you interact with each object varies, but all make great use of the Move's 1:1 tracking. You might have to turn the controller sideways and turn it to mimic a door handle, or move it up and down to smash objects with a crowbar. There are also white trees scattered throughout the forest that, when felt with your hand, fill in sections of a map on a notepad. Rather than bringing up a map screen to use it, though, holding down square cleverly places the pad in your hand, and you have to physically hold the Move controller out in front of you to read it. Your interactions with objects form the bulk of your adventure. There are no real puzzles to solve, save for a few where you have to combine objects, and those are not at all taxing. It's all about the exploration, which would be fine if there were a decent narrative to drive it. Instead, each object you interact with results in a strange flashback to another place, where you might be driving a car, hacking through sheets of ice to save a person trapped underneath, or floating through a tunnel of swirling colours and ambient beats. There's no coherence to any of these events--it's all just a bit too out there to make any sense. There's so little in the way of explanation that it's difficult to feel anything but completely confused. A clear attempt has been made to make the narrative open to interpretation, to provoke an emotional response by making you fill in the gaps, but it hasn't succeeded. There's nothing meaningful to interpret, just a bunch of random jaunts through someone's psyche. No Caption Provided By the end of the 90-minute adventure you're left feeling empty, and even a little angry at the whole experience. You crave an actual message, but all you're left with are many questions and no hope of getting any answers. You could spend hours trying to figure it all out in your head, or write essays on why the whole experience is a metaphor for the downfall of capitalism or an explanation for the meaning of life. But boy would you be wasting your time. Datura is vacuous. There's simply no point trying to figure it all out. It's an attempt at an affecting and artistically driven experience that went one step too far over the line into the pretentious. System requirements Memory: 4 GB Graphics Card: AMD Radeon HD 6250 CPU: Intel Core 2 Duo U7600 File Size: 1 GB OS: Windows 7/8/10
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  2. There are a lot of considerations that users have to take into account when buying a new PC or creating a perfect desktop configuration for our needs, but one that we should never overlook is the keyboard, especially since a cheap or poorly designed can cause you many problems. So, in this article we are going to discuss the features that cannot be missing from a keyboard, especially if it is one designed for gaming. The keyboard is one of the two main ways we interact with the PC, and for this reason investing in a good one with advanced features is always a good idea. However, not all the functions of a keyboard are essential, since it depends largely on the personal taste of each user: tenkeyless (TKL) or complete design, wireless or wired, etc ... The features that every gaming keyboard should have There are a number of features that, in our point of view, cannot be lacking in a gaming keyboard as they can make a big difference in terms of the user experience. So, next we are going to tell you our recommendations for features that you should never overlook when buying a gaming keyboard. Mechanical switches Stop using that cheap keyboard with soft dome switches that you got for free with the PC. It does not matter if you choose original Cherry MX, OUTEMU, Kailth or any other type of switches: our recommendation is that if you intend to use the keyboard mainly for games, having mechanical switches is imperative. Corsair Cherry Viola The leading brand for mechanical switches is Cherry, a company based in Germany; Their switches are called Cherry MX and they are color coded like Brown, Red or Blue but they also have some special models like the Cherry MX Speed. You also have custom options by manufacturers like Logitech or Razer that work in a similar way, but the fact is that all of them, choose a mechanical keyboard. USB Passthrough connection Another feature that we consider essential in a gaming keyboard is the USB Passthrough, since it will make your life much easier when connecting other peripherals or devices to the PC because you will always have this port at hand. You can use it to connect, for example, the receiver of a wireless headset, a USB-powered external hard drive, or even the mouse, eliminating the need for more cables hanging around the desk. USB Passthrough keyboard You should bear in mind that the fact that a keyboard has a USB port does not necessarily mean that it supports Passthrough functionality through it, since some USB ports only serve to charge the battery of other devices. You will easily identify if the additional port of the keyboard is Passthrough or not because the keyboard has two USB connectors to connect to the PC, one for the keyboard itself and another precisely to service this additional port. Independent lighting per key Nowadays there is no gaming keyboard worth its salt that does not have RGB lighting. Gone are the days of keyboards without lighting or those that only had one color, but even today there are models that have a fairly poor lighting layer and that do not support configuration beyond some predefined effects or zone lighting. mechanical keyboard Per-key backlighting is very useful especially if you use your PC in a dark place, For example, you can create color-coded lighting zones to make it easier for you to find a specific set of keys (for example the WASD zone) when playing games, or for virtually any other productivity use that requires the keyboard. Being able to configure each key independently will not only be useful for this, but will also give a touch of distinction and especially customization to the keyboard. Multimedia keys and especially for the volume When you use the gaming keyboard it is always good to always have dedicated multimedia keys at hand, but above all to be able to have a volume control that is directly accessible. In other words, although almost any keyboard allows you to modify the volume of the system with a combination of keys, having a dedicated volume wheel will save you from having to think or search for the keys when you want to lower or increase the volume, as well as completely mute the team. Actually, almost any high-end keyboard on the market, at least those of the renowned brands, incorporates all these characteristics that we have talked about, but it does not hurt to make sure you have them because once you test them, When you don't have them, you will miss them a lot.
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  3. The macOS Big Sur 11.3 developer beta will bring new features that will improve the experience with the Safari browser, both new to customize the home page and tools to improve privacy, such as the list of known trackers to prevent access to the profile. macOS Big Sur introduced the biggest update to Safari since its original release, making the desktop browser "even faster" while still offering energy efficiency. With the beta of macOS Big Sur 11.3 Apple will introduce new functions such as Translate or a Privacy Report that shows a list of known trackers that Safari prevents from accessing the user profile, as reported by Apple in a statement. Developers will have new types of extensions that allow them to create extensions that offer experiences directly on the New Tab page. And with the Web Speech API, they can embed speech recognition directly into their web pages. Users will also be able to sort the Reminders by title, priority, deadline, or creation date. And they will have new functions in Apple Music, to more easily find personal mixes and a shortcut to the 'Made for you' list. In addition, 'Listen' will show you the upcoming special events live according to your taste. The operating system update will also have support for next-generation game controllers: the latest Xbox Series X Wireless Controller and the Sony DualSense Wireless Controller.
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  4. Dark

    [Review] Trine

    Game Informations : Developer: Kevin VanOrd Platforms: PS3-PC Initial release date: May 14, 2012 at 8:20PM PDT Beauty may be in the eye of the beholder, but it's hard to imagine any beholder finding Trine to be anything but beautiful. Few 2D platformers have been rendered with this kind of visual grace. Elegant backgrounds bring Trine's fairy tale to life: Rays of golden light stream through dreamy forests, giant mushrooms glow as if lit from within, and ivy and brambles climb the walls of crumbling fortresses. This is the kind of world we imagined when we read storybooks and dreamed of far-off kingdoms and enchanted woodlands as children. A narrator intones each chapter in a soothing baritone and a glockenspiel chimes, setting the stage for a dreamy journey through a magical landscape. Now Playing: Trine Video Review The journey is not nearly as resplendent as the paradise crafted around it, but it is fun, assuming you can put up with some idiosyncrasies. Trine is a side-scrolling action platformer that can be played on your own, as well as with one or two friends in local co-op. If you play on your own, you switch between three different characters at any given time. Playing as the thief, you shoot arrows and swing about using your grappling hook (always a joy). As the knight, you bash skeletons and bats with your sword, though you won't be limited to just that weapon by the time Trine comes to an end. The wizard is the trickiest of the three. When easing into his velvet boots, you can create boxes and platforms out of thin air and move objects around telekinetically, but you don't have any immediate offensive skills--though it can be great fun to crush enemies by conjuring a box above their heads and letting it fall on them. When you play on your own, only the character you directly control appears on the screen, and you leap, swing, and float your way from left to right, puzzling over how to get to your destination while bashing on the baddies that would hinder you. You need the abilities of each character to progress; as the thief, the grappling hook comes in mighty handy, while the wizard's conjurations are a real boon. You need the knight from time to time as well, and not always just to slice up skeletons. Often, there are multiple ways to move forward. You may be able to stack some boxes and planks as the wizard to bridge the necessary gaps, but the thief's hook may make swinging across the simpler solution. Either way, the platforming is slick and satisfying. There are obstacles to overcome--spikes, moving platforms, giant swinging axes, and so on--but the platforming isn't very challenging. Nevertheless, great animations and tight controls make jumping and swinging feel silky smooth, whether you are using the mouse and keyboard or a gamepad. Likewise, the combat is unremarkable but enjoyable. When controlling the knight, fighting is mashy in a Diablo kind of way, but its simplicity feels like it fits within the equally simple story of a mysterious magical artifact and the three unlikely heroes it binds together. There is a helpful but rudimentary leveling up system that grants upgrades to your heroes' skills and combat prowess. However, you may find yourself occasionally wishing that undead archers would stop respawning and bats would stop fluttering around you so that you can leave combat behind and get to the more clever parts of the game. That's because Trine's best bits revolve around using physics to solve the simple puzzles that stand in the way of progress. This almost invariably involves using the wizard to swing suspended platforms to and fro; spin large wheels; and in later levels, hop on floating platforms and mentally move them--and yourself--to your destination. But as with other games based around physics-oriented puzzles (Little Big Planet springs to mind), you'll need to put up with some annoyances. For example, jumping on a big wheel and spinning it around using telekinesis isn't always as effortless as it should be, so things can get fiddly. This wouldn't be much of an issue if the wizard had unrestricted use of his abilities, but the limited energy bar means that you could come up against a literal wall when you run out of juice and have to run back to the previous checkpoint to replenish it. Annoyances aside, Trine encourages you to throw ideas against it to see if they stick. Simply fooling around with the physics can be enjoyable enough on your own, but it's even better when you add one or two other players into the mix. You may not be accustomed to plugging a few controllers into your PC for some local co-op play, but Trine makes it a worthwhile act, given that the levels of fun rise when you have three players on the screen, each controlling a different hero. Here, the game takes on a distinct Lost Vikings vibe because you have to ensure that each character can overcome obstacles, assuming you play the game as it is designed to be played. The puzzles, such as they are, won't tax your brain. It's still really enjoyable to mess with the hanging platforms or jump on a plank and ask the wizard to ferry you across a chasm, using teamwork to make your way through the levels. It can be even more enjoyable to throw teamwork out the window, and cause grief for your teammates by inadvertently pushing them into a wall of spikes or doing something else that is funny and counterproductive. It's a shame that some players won't even know that Trine supports cooperative play. The option is buried in the game's controller options menu, which was a foolishly unintuitive decision on the part of developer Frozenbyte. And once you do get your friends on board, you'll have to rise above a number of noticeable irritations. Player one can switch to any other character at any time--even one in use by another player. This can be frustrating, especially in two-player co-op. For example, you might mean to switch your character out with the third, unused hero, but you could end up switching to the character your buddy is using instead, which means he or she will transform into another hero automatically. This is a bad circumstance if he or she is playing as the knight and in the middle of combat. It also destroys what should be an extra challenge in three-player co-op because it removes the compulsion to find ways for the other characters to traverse obstacles. If it's easiest for the thief to cross a pit using the grappling hook, one player can do it first--and the others can then take turns morphing into the thief and do it too. You may also come across a bug or two, such as the one that causes the mouse pointer to disappear after all three players die, and will need to work around some stubborn camera issues in co-op play. Trine is undoubtedly beautiful, and that beauty will draw you in from beginning to end. The visual magic doesn't translate into equally amazing gameplay, though the action and platforming are smooth and rewarding on their own--a few rough patches aside. At a lower price, purchasing Trine would be a no-brainer, but it sells on Valve's Steam digital distribution service for $29.99, a full $10 more than the upcoming PlayStation 3 version being sold via PlayStation Network. There are reasons to return after your initial play-through, including hidden secrets and, of course, fun cooperative action. Nevertheless, this five-hour offline experience will shortly be available on another platform for a lower price, which is a tough pill that PC enthusiasts shouldn't have to swallow. But lest all this nitpicking sound too negative, be assured that Trine is a fun and beautiful game that, despite its drawbacks, delivers a lively and refreshing jaunt through a spellbinding kingdom where fairy tales really do come true. System Requirements CPU SPEED: 2.0 GHz. RAM: 512 MB (XP), 1 GB (Vista) OS: Windows XP / Windows Vista. VIDEO CARD: ATI Radeon X800 or NVIDIA GeForce 6800 or better. TOTAL VIDEO RAM: 128 MB. HARDWARE T&L: Yes. PIXEL SHADER: 2.0. VERTEX SHADER: 2.0.
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  5. 1.- All users who publish (Social, Media, Free time) each publication will get 10 DEVIL COINS 2.- You must have 5 publications in total and may request Journalist LINK: Requeset journalists 3.- It is mandatory to have Teamspeak3, for our "journalist" channel LINK:
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      • Brainy
  6. Happy brithday my brother 😎❤️
  7. The quarantine focused on the 10 regions with an 'extreme' alert level has already begun in the face of the increase in COVID-19 cases. Given this, only one group of activities will be allowed in Metropolitan Lima, Lima provinces, Callao, Ancash, Pasco, Huánuco, Junín, Huancavelica, Ica and Apurímac. Among the activities allowed during 06.00 a.m. and 6:00 p.m. is it so: Foods: Food sales, production and supply services. Pharmacists: Sales, production and supply services for pharmaceutical and basic necessities. Farming: All agriculture, livestock, hunting and forestry activities, inputs and related services. Fishing and aquaculture: All activities in the field, inputs and related services. Building: All activities in the field, inputs and related services. It includes projects of national interest (licenses, procedures, acquisition and transportation of goods, services and personnel, as well as activities related to the logistics chain). Architecture and engineering activities for licensing procedures, supervision, work inspection and information gathering. Public services: Waste water evacuation. Treatment of drinking water, waste and evacuation. Collection, treatment and distribution of water. Disaster risk prevention activities. Maintenance of public spaces and green areas. Cleaning and collection of solid waste. Production, storage, marketing, transportation, and distribution activities for the continuity of water, sanitation, domestic gas and fuel services. Funeral services. Recycling services. Container and packaging activities. Storage services for fertilizers and agricultural raw materials, plastic articles, glass, paper, cardboard, wood sawing, ice for activities in general. Storage services in general. Activities for the organization of electoral processes. Transportation activities for the continuity of public services (water, sanitation, gas, among others). Technical service: Carpentry, plumbing, electricity, appliance maintenance and equipment repair services, includes maintenance of equipment related to buildings and homes. Laundry services, hardware stores, cleaning services. IT support activities and repair of computer equipment. Combined activities to support facilities associated with cleaning services, building support and garden maintenance. Notary services. Professional service: Legal activities. The interviews of defense lawyers with persons deprived of liberty in prisons are carried out virtually or by telephone, in accordance with the Law. Technical tests and analysis for permitted economic activities. Research, innovation and experimental development related to permitted economic activities. Activities of the headquarters. Real estate activities carried out with own or leased assets. Real estate activities carried out in exchange for remuneration or by contract. Health: Health services and establishments, includes dentistry, rehabilitation, assisted reproduction, diagnosis, ophthalmology, veterinary medicine. Finance: Financial entities, insurance and pensions and related activities. Transport: Service activities related to rail, land, sea and river transport, including cabotage. Passenger transport by rail, sea and river, includes cabotage. Flow transportation. Regular land transport service at the provincial level. Special ground transportation service for people in the taxi mode. Ground transportation services for workers in all areas. Ground transportation service for people in smaller vehicles. Transport services. Air Transport: Non-commercial aeronautical activities. Activities related to air transport. Service activities related to air transport. Air transfer to and from the Jorge Chávez International Airport, does not include the departments of Huánuco and Junín. Load: Transportation of cargo, merchandise, parcels, removals and flows, in all its modalities and related activities. Security: Private security activities. Security systems service activities. " Assistance: Assistance and care for older adults, girls, boys, adolescents, dependents, people with disabilities or people in vulnerable situations. Commerce: Rental and operating leasing of motor vehicles. Rental and operating leasing of other types of machinery, equipment and tangible goods. Transport services, distribution and sale of printed media. Delivery of real estate and after sales services. Points of sale of telecommunications services located in supermarkets, markets, warehouses and pharmacies. "
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  8. There are times when we think that we would like to get more performance out of RAM or VRAM and we wish we could increase its transfer speed, while in others it is a part of the hardware where it consumes more than it should. Variable speed memory is intended to solve the problem for both perspectives. More than once you will have seen how your CPU and even the graphics card lower their clock speed, especially when the workload is low. Thanks to this, not only do you save on energy consumption but also give a longer life to these components, but especially this was devised with regard to the battery life of laptops. The next step is what we call variable speed RAM memory, which consists of the fact that the data flow sent by the system's RAM memory is not fixed but varies continuously, keep reading and we will explain how it works. How do variable speed RAM work? Variable speed RAM To begin with, it is not about a different type of memory than those that already exist, so we are not talking about a new memory standard at any time, but about technologies that allow varying the clock speed of the memory interface and thus the bandwidth. Every processor and memory have a pin, or series of pins, that indicate the clock speed at which they operate. This is traditionally done with a crystal that sends a signal pulse intermittently, the duration of which is the inverse of the clock speed. Well, a variable speed memory uses a microcontroller to control that clock speed. Said microcontroller receives at the same time the information of temperature, voltage and clock speed of all the components. In other words, we are talking about telemetry systems eventually controlling the clock speed of the different memories and not just the processors. DDR4 vs DDR5 Currently the only hardware that incorporates it is the third generation Max-Q of the NVIDIA RTX 3000 Mobile, but the clock speed control mechanisms, both for the system RAM and the VRAM, are going to begin to be implemented. in the coming months, being a clear case of DDR5 memory. Keep in mind that DDR5 memory happens to have the controller that manages the energy consumption of said memory from the motherboard itself to inside the DIMM. Which opens the opportunity to use RAM speed variation mechanisms Graphics cards with variable speed VRAM memory NVIDIA GPU VRAM Render With this, we are going to enter a time where not only the design of the active components, processors and memory, will be important in terms of performance, but also the passive elements. We are talking about the components responsible for distributing the power of a motherboard or a graphics card, the cooling systems, etc. The reason for this is that variable speed memory will not work in a configuration where the passive components of the hardware are going to mark the total performance of the system or that part of it. Since depending on the temperature and consumption conditions, the memory speed could decrease. However, this does not have to be a negative, as it can open up the possibility of extreme RAM and VRAM configurations, where memory chips that are sold to operate at a given clock speed can do so at much higher speeds. This is very important for GPU performance, which scales with bandwidth. Variable speed system memory Variable speed VRAM The other point to take into account is that of the RAM of the system, this allows controlling the clock speed of the CPU at all times to not only overclock it but even turn off parts of the RAM that the system does not work. at that moment. How? Well, setting the clock speed of said memory channel to zero. The fluctuation of the system RAM clock speed in a variable memory system depends on the transfer speed required. Thus, the CPU through its units can check the RAM memory code in advance, by looking at the cache fragments that contain the code that follows, to adjust the transfer speed. And what is the point of fluctuating the speed of the RAM? Well, due to the fact that there are times when the fact of transmitting data at a very high speed does not represent a considerable advantage compared to slightly lower speeds, but the counterpart is that energy consumption and temperature rise.
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  9. Game Informations : Developer: Eric Neigher Platforms: PS3-PC Initial release date: May 14, 2012 at 8:20PM PDT We tend to think of the Age of Sail as a time of swashbuckling pirates, lusty women, and fortunes to be made in Inca gold, but the truth is that most of the time, it was a pretty basic, scrape-to-survive lifestyle for the people who really lived it. They owned shops, traded stuff with each other, had the occasional setback, and generally woke up every morning to a day that would be substantially similar to the last. In that sense, Port Royale 3 is an accurate simulator of Age of Sail living for most people: not much happens, ever. You're a sea captain, working (at least initially) for Spain. You can choose to play the main campaign as a trader or as an adventurer: the latter option ostensibly makes this a fire-and-brimstone, crossed-cutlasses action game, while the former is for those players who prefer microeconomic challenges. In point of fact, though, you spend most of your time in either game mode simply looking at an overhead map of the Caribbean and aimlessly sailing around. While Port Royale 3 spends a great deal of time on tutorial videos, hand-holding, and tooltips for the control system, it totally fails to give you a sense of context for what you're doing. For example, there's a complicated popularity system for your alter ego, both with individual cities and the countries that control them, but it comes off feeling like an abstract number that goes up and down based on simple, controlled stimuli. Get your popularity high enough by trading the right goods and avoiding the wrong ones, or by doing missions, and you unlock the ability to construct buildings in a town, or hire more sailors there. If it's really low, well, not a whole lot happen. Your fluctuating popularity, like so many other aspects of Port Royale 3's gameplay, doesn't feel organically integrated to a larger ethos, but instead feels tacked on. When you're not confused as to why you're doing what you're doing, you find yourself confused as to where you're supposed to be going. Often, combat or search-and-rescue missions have you head to a general area ("southwest of Corpus Christi," for example) to seek out a target. But this target is often himself in a moving ship, and you have a very small circle around your own vessels in which such ships are revealed on the map. This means that you spend far too long sailing in an endless loop, searching for the proverbial needle in the oceanic haystack of the Caribbean, while your money and time drain slowly away. When you do finally get into a fight, you find that combat, like just about everything else in Port Royale 3, is competently handled, but not particularly exciting. It's heavily based on statistics, like how many guns you have in your convoy and how many sailors you have per gun, and has little to do with how you prepare for and control the fight, so you feel very divorced from whatever action there may be. If you prefer, you can avoid fighting pretty much entirely and simply focus on trading for a living instead. Here, however, Port Royale 3 stumbles in its attempts to create a realistic economic model. Buying high and selling low is the name of this particular game. You can buy a certain number of the two dozen trading good types at any port, and some ports produce certain goods and demand others. However, Port Royale 3 has a ridiculously sensitive supply-and-demand mechanic working in the background: if you start to buy up goods at a particular port, even a port that produces those goods in quantity locally, the purchase price rapidly rises until you cannot possibly sell the goods you're buying at a profit anywhere else (no one in the world of Port Royale 3 has ever heard of futures contracts, apparently). This means that, because ports have everything in tiny supply compared to your average convoy's cargo capacity, you always find yourself buying very small amounts of goods and then searching desperately to find a port where you can offload them without bringing the sale price down to nothing as the buyer's supply increases. The upshot is that it takes forever to make any kind of serious money by trading, as no matter how big your fleet is, you can never get a decent supply of goods at a decent price. It can take hours of real time to earn mere thousands of gold pieces in a game where tens and hundreds of thousands are necessary to have any real impact. Bottom line: trading in Port Royale 3 is a terrible, slow grind that sees you spending your time moving sliders back and forth ever so slightly so as not to affect the price too much, and getting very little reward for your precision. And since ship-to-ship fighting and treasure hunting are so hit or miss, you spend most of your time in Port Royale 3 trying to decide between being bored selling goods or being bored searching for something interesting to do. Multiplayer, though technically available, will likely serve as cold comfort, as it's all but impossible to find an opponent. The saddest part of all this is that Port Royale 3 looks good and plays smoothly. It also, at least in theory, has a lot of facets: trading, ship-to-ship combat, ship-to-shore combat, two separate story campaigns, and multiplayer. But none of these offer anything that's much fun to do. System Requirements OS:Windowx XP / Vista / 7. Processor:Dualcore CPU. Memory:2 GB RAM. Graphics:Shader Model 2.0 PCIe (Geforce 7 Series, Radeon X2000-Series) DirectX®:dx90c. Hard Drive:3. GB HD space. Other Requirements:Broadband Internet connection.
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  10. Do you want to join the NewlifeZM family? We need active administrators at night, if you are interested in the proposal, talk to me privately or with  @#Steeven.™ @Wizard ;x @Ru-gAL.™ @Gerardo Larreal. @Dark-ImmoRtal^

     

     

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    1. Dark-ImmoRtal^

      Dark-ImmoRtal^

      no i dont want 😛

    2. Ale X Erfan

      Ale X Erfan

      Nice And Amazing Sv ❤️ 

    3. myCro

      myCro

      Who joins i will send them nudes if they request.

       

      ps: i am a hairy guy.

  11. Dark

    Congra my amore ❤️

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    1. XZoro

      XZoro

      thanks my fea 😁❤️ 

  12. Accepted! contact me in foroum or TeamSpeak3
  13. GPUs are equipped with video RAM inside them, since graphics processors or GPUs have the ability to access it. But is it possible to put a mass storage device like an SSD on a graphics card? It is and we will explain it to you in this article. One of the performance problems that professionals who use their graphics card for content creation face on a daily basis is how limited the VRAM is, suddenly if the data is too much it goes down to the system's SSD disk or whatever. it is worse, to a conventional hard disk. The solution to it? place NVMe memory inside the graphics card, either through a slot for M.2 disks or with NVMe memory soldered on the board. NVMe memory to increase the amount of VRAM VRAM One of the peculiarities of graphic cards used in professional environments is that they usually use VRAM in a configuration known as "clamshell" which is typical of DDR memory, in which two GDDR memory chips are connected to a common memory interface. but since the connection is with two chips instead of just one, as would be usual, what is done is dividing the data bus between the two, in such a way that each memory chip has half the bandwidth that only one, but for each memory controller interface But with the advent of the DirectStorage API and SSD memory support in GPUs it is now possible to give NVMe memory access to a GPU, making it possible to create an additional level in the GPU hierarchy, in which to store data that you can use the GPU to access them faster. For example we can have a scene to render that occupies several tens of Gigabytes and that we usually need to access the hard disk, thanks to the access speed of the NVMe it is possible to access this information very quickly. But, wouldn't it be better if the GPU had such memory? There is an SSD on my graphics card Samsung SSD A few years ago AMD presented the Radeon SSG, this card was an AMD Vega with a particularity and that is that it had up to 2 TB of NVMe storage in the form of 4 SSDs of the M.2 type inside. This concept was not very successful in the market and the Radeon SSG remained as an anecdote. But this idea seems to have ended up liking Microsoft, which decided to standardize it in the DirectStorage API and asked AMD to integrate it into the Xbox Series X SoC. Those of Lisa Su on the other hand did not hesitate to offer the technology to SONY and the The result is a new generation of consoles not only based on the SSD but in which the "VRAM" has a greater capacity. The concept is very simple, the GPU sees both the VRAM and the memory of the SSD as if it were the same memory well, but through an advanced memory controller, when a request is made to an address corresponding to the SSD it is copied to a part of the VRAM itself that serves as the data cache for the SSD, so thanks to the high speed of the PCI Express interface, data is quickly transferred from NVMe memory to RAM in a totally transparent way. How does the graphics access the SSD on the card? Radeon SSG Diagram Every GPU has two DMA units that allow you to access not only the system RAM, but in the latest GPUs launched on the market and that are compatible with DirectStorage, what has been done is to give access to the system's SSD by giving access to PCI Express ports. But installing an SSD in the GPU is different, since this memory would be before the PCI Express port, for this it would be necessary to add 4 PCI Express lines to place an SSD, which is what AMD did with the Radeon SSG, but in the case from the AMD graphics card what they did was add another 16-line PCIe interface, hence it has 4 M.2 drives. Although it may seem stupid to put one or more SSD interfaces on a graphics card or, failing that, to solder an SSD with NVMe memory, in reality it is not at all if we take into account the enormous advantages that this implies, especially for the GPU when searching for large volumes of data. Key to Video Editing and Professional Ray Tracing Video Encoding One of the utilities of GPUs is when it comes to encoding and decoding video in real time, although there are units specialized in this, when it comes to transferring a video from one format to another, especially if we are talking about a large one. size we can find that the information ends up not fitting in the VRAM and is dumped on a hard disk.
  14. Samsung has announced the arrival in Spain of the Health Monitor application for the Galaxy Watch3 and Galaxy Watch Active2 smart watches, which will allow the use of blood pressure and electrocardiogram monitoring functions. Health Monitor is the Samsung application that helps to monitor health and achieve physical exercise goals for greater well-being. In December 2020 it obtained a CE certification, which has allowed the service to be expanded in 28 European countries. This Tuesday, the company announced in a statement its arrival in 31 new countries, including Spain. With it, Galaxy Watch3 and Galaxy Watch Active2 users will be able to use blood pressure monitoring functions as well as EKGs through Health Monitor. Samsung has indicated that the Health Monitor app update will be progressively available on Galaxy Watch3 and Galaxy Watch Active2 from February 22.
  15. Game Informations : Developer: Jason Venter Platforms: PS3-PC Initial release date: November 13, 2013 at 6:00AM PST After a full day of slaying monsters, plundering caverns, helping villagers, and performing the various deeds of a hero, you retire to a local settlement to see what your hard work has wrought. Perusing your inventory, you find an assortment of materials and items gathered from across the countryside. It's a modest windfall considering the hours of effort logged, and the few enhancements have such a nominal impact that you barely notice their effects. Sadly, the manner by which you acquired these slight rewards is a blur of repetitive sequences. Malevolent orbs and stalking robots crashed by the dozens at your feet, with no major battles punctuating these encounters. And so goes A Valley Without Wind, a mechanically sound game that fails to deliver the proper motivation to keep you grinding through this tiresome adventure. The world is in ruins. Monsters from across time and space have been thrust together, and all wish to perform acts of harm on the peaceful citizens of Environ. Enter the glyphbearers. These mysterious warriors are sworn to protect their decaying realm. Perma-death ensures that each hero has but one life to give for his land, so when your last point of health fades into the ether, your spirit flies from the dying glyphbearer on the ground to a stronger person waiting in the wings. It's a concept that should keep battles intense, because one false move could mean the end of the character you spent so much time developing. But because you keep most of your possessions after you pass away, and the threats are usually so slight as to be rendered inconsequential, this seemingly punishing death system amounts to little more than a slap on the wrist when you succumb to a great beast. Though a perfunctory story outlines the basic plot of A Valley Without Wind, the details unfold through your journey. Wild rhinoceroses and screaming eagles tear through abandoned homes, giving you a glimpse of the city as it used to be before chaos moved in. Disorder rules the various buildings you enter. Cracked walls and destroyed rooms are constant reminders of the decay creeping over the land, but it's the oppressive desolation that hits the hardest. Kitchens, bathrooms, and other recognizable rooms fill buildings, though they remain empty. No longer can cooks be found stewing broth or their patrons dining, and loneliness specific to wide-open rooms devoid of life hammers home how horrible things have gone in Environ. A Valley Without Wind is a side-scrolling platformer with higher aspirations than running and jumping. There's material to gather, errands to run, and bosses to hunt down, and the procedurally generated world lets you go about these various tasks in whatever manner you wish. Open-ended objectives give you the freedom to focus on whatever aspect most catches your eye, so if you're intent on crafting more powerful spells or stalking bosses, there's nothing stopping you from diving right in. Such flexibility sounds overwhelming, and the early moments do require you to read pages of instructions to get a handle on what lies ahead. But once you get the basics down, it's so straightforward that you wonder how you could ever have been confused. Freedom is no substitute for depth, and it's woefully apparent once the training wheels come off just how shallow this valley is. Combat commits the transgression of having bountiful options rather than genuine depth. Spells that span every elemental discipline you can imagine fill your inventory, making you think that you have to use each of these powers to attack the various enemies who confront you. So you test the ice and entropy spells, see how your earth-based attack feels, practice switching from light to fire magic on the fly, and make sure all of these spells are in easy reach in the heat of combat. Then an enemy rushes toward you and all of that preperation become inconsequential. Using just two or three spells (of the dozens you unlock), you tear through almost every enemy with ease. Just hover your mouse on a foe, cast your might by clicking, and watch it perish before your eyes. Sometimes, a warning that your enemies are immune to that element appears, and then you just switch to your backup spell and vanquish them in a flash. With little opposition, you certainly feel like the hero Environ needs, though your scrap-paper enemies topple so easily that any satisfaction is stripped away. Quests are just as predictable. Continents are home to terrible bosses who hold the citizenry as if in a police state, and your main duty is to kill them all. So you travel through luminescent caverns and dusty hovels searching for foes who could offer serious opposition, only to find bigger versions of the same pushovers you've already murdered by the dozens. Sure, bosses may take 20 hits to kill rather than four, but their slow-moving attacks are so easy to dodge that you rarely feel as if your life is in danger. Difficulty does surface when you venture to higher-level areas, though it doesn't raise high enough to make you use the many tools you acquire. You jump around to avoid attacks, place platforms to strike from above, and tap away with your magical spells, all while keeping your life bar in an almost full state. Although quests rarely demand more of you than killing creeping enemies, the objectives offer some variety. One quest involves killing anachronistic creatures while keeping those who belong in the time period alive. Trying to figure out which ghoulie is thematically correct and which isn't takes a bit of guesswork, but it's a silly diversion from your normal task of killing everything that moves. In another mission, meteors rain down from the sky, and you have to protect crates at ground level. Running from one pile of precious crates to another, staving off attacks from above while avoiding getting hit, adds some intensity to the stale encounters that make up the majority of your adventure. Although neither of these missions is great, they provide a hint of diversity to keep you pushing along, striving to find an entertaining activity amid the dreary repetition. It doesn't become apparent how shallow this game is until many hours into your journey. This is in part because of the tutorial in the beginning that makes you think that every bit of minutia is important, but it's also because the core action is enjoyable. Yes, enemies rarely offer a challenge, but there's inherent enjoyment in exploring caves for hidden loot and shooting eagles out of the sky. It's easy to sink hours into this adventure in a single cavern. Unexplored areas seem to exist through every door you enter, so you dutifully roam from one section to another, collecting treasure while slaying any beast who bares its teeth. There's a dreamy rhythm where hours pass by in a heartbeat, so though there's little tangible progress, you collect enough odds and ends to give you a purpose. And there are so many collectibles that those compelled by shiny objects can't keep themselves from scouring every unchecked cranny. Glowing orbs imbue your character with extra power. Leveling up your health, power, and magic gives you tangible rewards and makes killing enemies that much easier. These stats are the only thing you lose when you perish, and though it's a setback, it's not that big of a hurdle to overcome. Upgrade orbs are plentiful, so you can regain your might rather quickly. Other collectibles are permanent. Accessories give you new abilities, such as a double jump or a light-emitting torso, and though these additions aren't drastic, they're big enough to keep you focused. It's only after a dozen or so hours of going on the same quests with the same limited upgrades that you realize that A Valley Without Wind isn't giving adequate compensation for all your hard work. The lack of interesting rewards is compounded by rambling level design. A Valley Without Wind is procedurally generated, so the world is different whenever you start a new adventure. In theory, this adds limitless replay value because no two journeys are alike. In reality, the sprawling levels lack the diversity and intricacies that could have made them fun to explore. Places look so similar that it's easy to get lost, and the poorly designed map adds to this burden. Finding your way out of a cave is no easy task, even using the warp points, so you wander from one similar-looking environment to the next, until you contemplate sacrificing your character's life just so you can leave this stage before your sanity flees. For those lonely travelers who want a heroic pal by their side, cooperative multiplayer gives you the option to team up with other glyphbearers. Unfortunately, it's tricky to find where other players are in the massive world, so joining forces with a friend isn't as seamless as you might expect. But multiplayer is just one more option in a game that's already overflowing with choice. The problem lies not in how many things you can do, but in how compelling they are, and this game comes up well short in that regard. A Valley Without Wind is a time sink in all the wrong ways, a grind without reward. System Requirements OS: Windows XP SP2 or later. Processor: 1.6Ghz CPU (more is recommended for multiplayer servers) Memory: 2 GB RAM. Hard Disk Space: 2 GB RAM.
  16. Ya volviste? :v entra al ts3 fast

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    1. SougarLord

      SougarLord

      pues si volvi 😛

  17. FREE VIP FOR 2 WEEKS IN NEWLIFEZM!! 

     

     

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    1. EC HTN^

      EC HTN^

      Uhh 32/32 kick free vip :c

  18. A few years ago, when most of us had 1024 x 768 or even 1280 x 1024 pixel resolution monitors, manufacturers would tell us that it looked blurry and that to have the best image quality we needed to jump to Full HD resolution (1920 x 1080). Now 4K is on everyone's lips, it turns out that it is Full HD that looks blurry, and that we need to buy a higher resolution monitor to have the best image quality. To what extent is this true? We can usually think of this as a marketing strategy, and it really is precisely that: they have created better monitors and want to sell them, so they tell us that what we have now is not worth it and that we need to spend money on their new product. But, in reality, we are also improving the image quality ... or is it not? Does higher resolution mean better image quality? If we stick to the empirical data, a Full HD screen has 1920 x 1080 pixels, or what is the same, slightly more than 2 million pixels. An Ultra HD display has a resolution of 3840 x 2160 pixels, about 8.3 million pixels, four times more. This means that in the same space we are integrating many more pixels, so what we will have is a higher definition, as long as we are talking about the same screen size. Full HD vs UHD And this is an important piece of information, the size of the screen, because what gives us definition is not the resolution or the number of pixels, but the pixel density. Pixel density is the key factor for definition The density of pixels in a monitor is measured in dots per inch (DPI in English for "dots per inch") but since it refers to the number of dots that are within a line of one inch of scan, they were discontinued. in favor of PPI (pixels per inch). While PPI is the correct term to refer to monitors, the two are often used interchangeably. Dots per inch Pixel density is important because it is what determines image quality in the sense that, in general, higher density will create sharper images. Let's give some examples taking as a reference a 27-inch monitor, which is quite common and normal today: A 27-inch 720p monitor would have about 54 PPI. A 27-inch 1080p monitor has a density of about 81 PPI. If the monitor has 1440p resolution, its density would be about 108 PPI. If we go to 4K resolution, the density rises to 163 PPI. A 27-inch 8K monitor would have a density of 326 PPI. To put this data in perspective, imagine that you have two monitors, one next to the other, and both with Full HD resolution. If one of them has a size of 32 inches while the other is 27 inches, if you zoom in you will see an obvious difference in terms of the size of the pixels, since although both monitors have the same amount, the density of the 27 inches will be much larger, its pixels will be smaller and therefore it will provide better definition. Another example when it comes to density: imagine a 1000-inch 4K monitor (exaggerating). This being the case, we will see that the pixels have a considerable size because the density would be very low, and therefore the image quality will be bad no matter how much 4K it is. So the higher the pixel density the better? The answer is yes and no. In general, a higher pixel density is better because it provides better image definition, but there is a certain point where performance decreases. As the density increases more and more, the observable advantages of that higher density are less and less evident to the point that they are imperceptible to the human eye. In the example above, the 27-inch Full HD monitor will have a density of about 81 PPI, while the 32-inch monitor will have 69 PPI. In this situation it is safe to say that there will be observable differences between the two monitors, but if we were talking about two 24-inch monitors, both of them, one with 4K resolution and the other 8K, the difference would be imperceptible, and yet obviously processing images at 8K resolution has a much higher performance cost than doing it at 4K. At this point, the exact point of density at which the human eye stops perceiving changes is up for debate. Some experts say that this figure is around 400 PPI, others say 1000, and most users settle for even less than 200. Whatever that point, what is evident is that there comes a certain point in time. that a higher pixel density is no longer appreciated.
  19. Google has distributed support for its Lens image recognition application to perform translations without the need for an Internet connection on Android devices. Translating with Lens for Android without connectivity requires downloading a series of dictionary packages, one for each language, which are available from the Translate option in Lens. By clicking on the upper bubble that indicates 'select language', a window opens that allows you to download the files of the languages to be translated. Each of them weighs around 44MB. With the downloaded dictionary packages, Lens will be able to perform 'offline' translations, simply by pointing the mobile camera at an image or text in another language. Lens translations are also available in the Google Translate app.
  20. Game Informations : Developer: Jason Venter Platforms: PS3-PC Initial release date: November 13, 2013 at 6:00AM PST The problem with board games is that you have to set them up before you start and clean 'em up when you're done. The popular board game Dungeon Master is now out on PlayStation Network, saving you the trouble of all that work. Unfortunately, this adaptation fails to take advantage of the freedom offered by the format, with bland visuals that do little to improve on the experience of looking at an actual game board. Toss in crashes and the absence of any board game's most important feature--local multiplayer--and this version will leave you longing for the comfort of actual cards in your hand and actual friends at your side. Although the Dungeon Twister board game is available in multiple languages (including English) and has enjoyed success throughout the world since its original French release in 2004, there's a good chance that you aren't familiar with this complex dungeon-based strategy game. Fortunately, the PlayStation Network edition includes a comprehensive tutorial spread over the course of 20 introductory missions. Less fortunately, that education takes entirely too long. The game presents its various rules in a generally accessible manner that makes a bunch of different rules come together effectively. There's really no way you'll reach the end of the tutorial missions without an intimate knowledge of how everything works. Yet some of the lessons could easily have been condensed, and a number of the missions don't teach you anything new--they just have you defeating a capable rival using skills mastered in lessons up to that point, and you have to win before you can continue learning how things work. Most new missions really do introduce an important new element and force you to use new knowledge, but your artificial nemesis is dull, and the amount of time that you must invest before the game finally concedes that you know all you need to know is demoralizing. The Dungeon Twister board shows a collection of rooms populated with monsters and heroes and items, and each player receives cards that determine basic things like who gets to advance how many spaces in a given turn. The overall goal is to score a certain number of victory points, which are attained by guiding your characters across a dungeon, by eliminating enough of your opponent's pieces, or by working out some effective combination of the two actions. A variety of factors make the rush for victory points an interesting endeavor, including doors that must be broken or opened by certain character classes, and treasure chests that you can carry across the goal line for a nice bonus. There are also armor and weapons that add to your stats so that you're more likely to survive against a powerful foe in direct combat; plus, you can find potions to extend your turn and rope that can form makeshift bridges over floor traps that would normally slow certain warriors. Perhaps the game's standout feature, once you're comfortable with the finer points, is your ability to shift the orientation of rooms. Since individual rooms are actually miniature mazes, careful rotation can turn a straightforward charge into a strategic minefield. Suddenly, a piece of devastating equipment that was happily beyond the reach of your enemy is a mere two or three steps away from him, or a guarded path that blocks you from reaching the far side of the dungeon turns into a welcome mat as you twist away all resistance and make a mad dash to safety. Unfortunately, thanks to a few rough edges and some technical issues, Dungeon Twister is good at making you forget the things it does well. The technical issues range from slightly irritating to thoroughly exasperating. Even in some of the simpler tutorial missions, you may fall victim to a game freeze or two, which is always bad but is even more frustrating here because freezes tend to occur near the end of a match. A good match might last as long as an hour (or more, if you tweak the settings), so defeat by game crash can be hard to take. That's especially true if you spare a moment to think back to how much of that wasted period you spent waiting for your opponent to settle on which move he wanted to make, and then watching as those moves played out on the board. A pleasant visual presentation might have alleviated any number of minor issues, but the game is entirely bland. The camera is positioned far enough away from the action that you can see most of the dungeon, which is handy, but you still have to scroll left or right on the larger maps, and the characters are difficult to distinguish from one another unless you zoom in closer. In battle, warriors swing clubs and swords and books at each other, but none of their interactions are convincing. Between brawls, you have only grunts or growls and ambient noise (like dripping water or howling gusts of air) to keep you engaged. The only time the game exhibits personality is when a warrior does a little jig upon reaching safety on the opposite side of the board, but even that seems halfhearted. One design decision is disappointing no matter how you look at it: the lack of local multiplayer. At least as much as something like Monopoly or chess, the core concept here derives most of its value from face-to-face competition, yet the PlayStation Network adaptation only lets you face off against a computer opponent or an online rival. There are matchmaking and invite options, but those pale in comparison to the affordable thrill that local multiplayer might have so easily provided. You should still get some enjoyment out of the game, in spite of that particular stumble, but the path that leads to boredom has been shortened, and that's the wrong sort of twist for any dungeon. SYSTEM REQUIREMENTS Operating System: Windows Vista 32-Bit with Service Pack 2 and the KB971512 platform update. Processor: AMD Athlon X2 2.8 GHZ or Intel Core 2 Duo 2.4 GHZ. Ram: 4GB or more. Free Hard Drive Space: 25GB. Processor: AMD Athlon X2 2.8 GHz or higher; Intel Core 2 Duo 2.4 GHz or higher.

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CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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