Everything posted by Dark
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Nickname : @-Dark Tag your opponent : @Loenex Music genre : Rap Music Number of votes ( max 10 ) : 7 Tag one leader to post your songs LIST : @XZoro™
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@XZoro™ 🙂
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v1, text & effect
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v2, text and blur
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A RAMDrive (or RAM Drive, RAM unit) is a storage device made up of RAM memory, and is a good way to take advantage of RAM memory modules that you have already discarded, such as old computers. In this article we are going to tell you what you must do to configure and start a RAMDrive under Windows operating system, we are going to tell you what performance it has and, of course, if it is something worth doing. The first thing you should think about is, obviously, that RAM is volatile and therefore there is no point in using it as a storage device since what you save there will be lost the next time you turn off the computer. This is certainly the case, but it can be very useful as a cache memory, for storing temporary files or, for example, for the Windows paging file without going any further. Set up a RAMDrive with ImDisk Toolkit ImDisk Toolkit is an application to manage virtual drives, but it includes a utility that allows you to create RAM Drives, so this is what we are going to use to teach you how to configure your RAMDrive in Windows. Obviously, the first thing you should do is download the ImDisk Toolkit (it's free) and install it on your system. Make sure that during the installation you select all the components. Install ImDisk Once installed you will have a shortcut on your desktop called "RamDisk Configuration". Double click on it and adjust the size in the window that opens. We recommend a minimum of 4 GB, but the normal thing is that you use the total size of the RAMDrive you have (that is, if you have used 8 GB of RAM, then create it 8 GB). RAMDrive size Here you can also select which drive letter you want to associate with it, as well as the file system. You can also configure it to create a drive automatically every time you start the operating system, and bear in mind that you will lose all the data it contains every time you restart the computer. Click on OK when you have selected the parameters that suit you, and when doing so, a warning message about the shutdown options may appear. If so, click on the options that we mark. Shutdown settings In the options that appear (which you can access from Control Panel -> Power Options -> System Settings) click on "Change settings currently unavailable". Energy Settings In our example above it does not give the option, but if you get the option to Activate and deactivate Windows fast startup, you must deactivate it for this to work. Fast Boot windows Quick Start in Windows speeds up the PC startup process by saving a system state between completely shutdown and hard drive hibernation. This happens when the PC writes the contents of the RAM to a hard disk or storage unit and, as you can guess, this could affect the capacity of the RAMDrive, so it should not be activated. Also, disabling this option will allow ImDisk to save the data from RAM on a storage drive (in the same way as Windows Fast Boot does) in an image file to reload each time you boot. Of course, keep in mind that this will slow down the system shutdown a bit.
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Xiaomi has expanded its catalog of mobile phones compatible with the new version of Android 11 through its MIUI 12 customization layer, and in addition to the company's high-end models, which have already supported it for months, the beta of this system It will also reach several mid-range terminals. For months, the MIUI 12 beta with Android 11 was available for some high-end phones from the Chinese manufacturer, among which were Redmi K30 (4G and 5G), POCO X2, Mi CC9 Pro, Mi CC9 Pro Premium Edition, Mi Note 10 and Mi 10 Pro, its flagships, which confirmed their support in September. Now, according to Gizmochina, Xiaomi has reported that the beta of the MIUI 12 layer that includes Android 11 will also be extended among several mid-range smartphones of the brand.} Among these terminals is the Redmi Note 8 and Note 8 Pro series, the Redmi K20 Pro -marketed in Spain as Mi 9T Pro-, the Redmi K30S Ultra, the Mi CC9 series (standard, Lite and Meitu Edition, which is only available in Asia) and the Xiaomi Mi 9 family (standard, SE and Pro). Recently, Xiaomi has announced that it temporarily suspends its beta program until the launch of the next customization layer, which will be MIUI 12.5 and not MIUI 13, and that it is expected to arrive with the next Mi 11, as reported by the aforementioned medium.
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Game Informations : Developer: Brett Todd Platforms: PS4, PC Initial release date: August 5, 2015 at 4:47PM PDT When you think of city-building game franchises, chances are pretty good that The Settlers isn't the first name that springs to mind. Although German developer Blue Byte may have been topping the charts in Europe with these sedate simulations of medieval life for nearly 15 years now, the series has never gained the stateside prestige of something like Sim City or even Caesar. But this second-rate status might be coming to an end with the latest addition to the line. The Settlers: Rise of an Empire is the most fulfilling game in the series, adding easy-to-play charisma to the usual Middle Ages economics and trimming much of the micromanagement that made playing past releases in the series as much fun as doing your homework. Despite the aggressive subtitle, gameplay here compares more closely to building an ant farm than it does to building a real-time strategy empire. As with previous Settlers games, the focus of the solo campaign is a mix of stereotypical city building with traditional Age of Empires-like resource gathering and soldier recruitment. Most of your efforts continue to be centered on developing a medieval city, which means you spend virtually all of your time constructing resource-gathering huts, erecting castle walls or gates, and trading with neighboring villages. This kinder, gentler vibe is furthered by a barely-there storyline about pacifying the wilderness to restore the once-great Darion Empire, presumably built in the last Settlers game, Heritage of Kings. Quests are almost all about building and restoring--not fighting. However, they are so tightly developed and filled with busywork that you don't have time to miss battles. You deliver clothing/food to towns in need, fight off Vikings marauding through coastal villages, light signal fires to open up trade routes, stage festivals to get your settlers hitched to comely wenches, and so on. It's all pretty linear and predictable, although at least Blue Byte put enough thought into things to avoid the old "collect 20 food" or "collect 50 stone" objectives that make you want to put your head in an oven. All of this easygoing stuff is bolstered with a somewhat precious appearance. The landscape is cartoonlike and brightly colored, while characters boast watermelon-sized heads, as well as massive doll's eyes. Yet the art design showcases impressive medieval architecture, while the voice-acting is by turns serious and cheesy, which lets the game sit on the fence dividing gritty from cutesy. Sound familiar? It should sound familiar because Blue Byte's been mining this vein since Bill Clinton was in the White House. The one big difference between the new and old formula is across-the-board simplification. Chopping wood, catching fish, mining stone or iron, gathering herbs, collecting honey from beehives, and the like is accomplished in Rise of an Empire by simply building the necessary huts in the immediate vicinity of the resources in question. These resources are denoted on the maps with icons, such as metal bars, rocks, and deer. The goods produced are then automatically collected by settlers and shipped off to your settlement's storehouse. From there, they are in turn dished out to the butcher shops, tanneries, weavers, dairies, candle makers, and so forth that keep your serfs happy, healthy, as well as fully clothed. Even trade dealings with friendly neighbors are a snap because loads are shipped out automatically by cart the moment that orders are given. So there is never any need to fuss around with trade routes, no need to load and unload carts, or any of the other hip-deep busywork that frequently wrecks economic-style sims. Of course, not everything runs on rails. Blue Byte has tossed enough trees onto the tracks to keep missions from becoming too much of a grind (although you do pretty much rebuild the same city in every mission, so don't expect to completely dodge repetition). The biggest addition is the knight, a hero unit of sorts that acts as the leader of your faction in missions. There are a total of six knights in the game, each with unique names and abilities. You earn them as you progress through campaign missions and then get the chance to choose one of them as your main representative in upcoming assignments. It's an interesting system that lends a fair bit of personality to how campaigns play out. Still, too many knights are burdened with nearly useless powers, such as entertaining settlers with singing and boosting the amount of cash that winds up on the collection plate after sermons in the cathedral. With such options as Lord Marcus, who can recruit swordsmen and bowmen on the cheap, or Lord Hakim, who can turn enemy battalions into friends, you'll rarely bother with the others. For example, Lady Alandra and her healing powers or Lord Elias with his skill at feeding the hungry seem weak in comparison. Dividing the map into separate territories is another new wrinkle. Knights can claim neutral lands by simply building an outpost there, while enemy-held regions can be seized by destroying or occupying the rival outpost. However, this whole concept doesn't add much of a strategic layer to battles because destroying an opponent's outpost causes all the buildings in the territory to self-destruct. So you never get the chance to wage back-and-forth battles for key castles or get the opportunity to make hard decisions, such as razing settlements or attempting to conquer them to win over the citizenry. You just duke it out over resources, but most maps are so well stocked with wildlife, sheep, and the like that there is rarely any need to go to war to provide your peasants with sausages or woolen undies. It isn't all bad where territories are concerned, however. Climatic conditions vary dramatically across maps, which can really affect how you manage resources. For example, Northern territories have shorter growing seasons that force you to build up food stocks when the weather is pleasant, as well as rely on wild game and fish, while southern regions are so warm that it's hard to keep crops from burning up. None of these climate zones is overly extreme, although they do establish a sense of place so that you're not just working with the same generic terrain over and over again. Just a few quality-control concerns keep Rise of an Empire from being one of the most polished Settlers game in the history of the franchise. Mainly, it doesn't quite feel finished, even with the installation of the massive patch that you are forced to download the first time you fire up the game. Crashes are an ongoing concern in campaign play. Windows occasionally pop up with error messages saying something like, "text not found." Performance problems can cause lots of stuttering when scrolling the map and serious frame-rate jitters in busy towns, even with details at midrange settings. Every now and again, you'll run into an artificial intelligence hiccup where settlers can't find a resource even though you've placed a hut pretty much right on top of them. Multiplayer also seems somewhat unstable because of frequent crashes, both when navigating the matchmaking lobby and actually playing online. It's a shame that it works so poorly because the multiplayer maps feature wildly diverse terrain and place more of an emphasis on traditional RTS play (meaning that you actually get to fight here) than the resource-heavy, often pacifistic campaign. Thanks to its appreciation of old and new, The Settlers: Rise of an Empire has a lot to offer both longtime franchise followers and newcomers who wouldn't know a serf from a surfboard. It could sure use another patch or two or three to address some bugs, but this effort still does an impressive job of moving the Settlers series closer to the big leagues. System Requirements CPU: Pentium 4 2.0 GHz, Athlon XP 2000+ CPU SPEED: 2 GHz. RAM: 512 MB. OS: Windows XP / Vista (only) VIDEO CARD: 128 MB DirectX 9.0c-compliant, Shader 1.3-enabled video card (NVIDIA GeForce4 Ti+ / ATI Radeon 9500+) TOTAL VIDEO RAM: 64 MB.
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v2, text and blur!
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DH2, music good!
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I need more photos and activity in the "requeset avatar" section and to know more about you about the design #CONTRA
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DH1, good music
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V2, nice music
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[Battle] Ghostly vs Axelxcapo [ Winner Axelxcapo ]
Dark replied to G h o s t l y.'s topic in GFX Battles
v2, text and blur -
Happy brithday feo ❤️
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If there is something that every PC or console user hates, it is possibly a term that sounds less strongly in English in our country, and that logically has a specific name for it: speculators. The technique that carries out such speculation is known as Scalping and for the first time we can now know in a superficial way how much speculators are earning with the material they buy to resell. How much is it selling for above its normal price and how much money is it making? That certain companies or users buy all the available stock of a product until it is exhausted and then offer it at a higher price to earn money with speculation is something that has always been done, it is older than a forest, but it is still harmful to the entire sector and the market. Unfortunately, neither AMD, nor NVIDIA nor the stores can combat it 100%, since the tactics are increasingly sophisticated, after the law is cheated ... Here are the approximate figures of what is being generated, all thanks to a program created by Michael Driscoll. Dizzying figures for users and non-professionals: Scalping is profitable General-sales Data engineer Michael Driscoll from dev.to set out to get a rough estimate of what the scalping market is generating, in order to know how much money resellers have generated and especially the profit margins they manage to get from hardware such as graphics cards or consoles, thus weighing down the general market. To do this, Driscoll took the eBay sold listings with key searches such as the new graphics cards from AMD and NVIDIA, in addition to the two new consoles from SONY and Microsoft such as PS5 and Xbox Series X. PS5 Thus, once having this data and being aware of the volume generated, you could add up the amounts and estimate the volume of money generated, always being aware that Ebay is not the only portal available, but it is a rough estimate. It must be taken into account that the data is not based on real prices, but on percentages from the MSRP, that is, the percentage of increase that the product has from its official price set by the company on duty. Runaway prices that reflect the extreme need of users CPUs-AMD If we say that an NVIDIA RTX 3080 is almost immediately sold by eBay for 180% of its normal value and that units are missing, then we can already see how the market is and the despair of many users. But it is that at the beginning of its release the prices reached 220% for this card, a real madness that many have paid. But if in addition to this data we see that the RTX 3090 also reached that figure of 220% ... then we see the seriousness of this market, since for a few units that were sold the gross margin is enormous, and currently around 140%, which continues being grotesque.
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Google has opened Fuchsia, its Android alternative open source operating system project, to contributions from the public, in order to encourage discussion and identification of problems for improvement before it is ready for product development. Since the beginning of its development four years ago, the works in Fuchsia have been shared in public repositories, which allows us to see “how it has evolved” in this time. "We are laying this foundation from the core up to facilitate the creation of safe and durable products and experiences," they say from Google on the official blog. The company has taken a step this Tuesday, with the opening of the code of the open source model of the operating system, "to facilitate public participation in the project." This involves the creation of mailing lists for public discussion, a governance model to detail strategic decision-making, and a problem monitor. Fuchsia is an open source project designed to be inclusive, and to prioritize security, adaptability, and performance. The company has been working on it for four years, which is known to use the Zircon development kernel instead of Linux, like Android, and that it will be able to run Android applications. The company clarifies that this openness does not mean that Fuchsia is ready for general product development or as a development objective, but encourages those interested to try it in its emulator.
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Game Informations : Developer: Dan Griliopoulos Platforms: PS4, PC Initial release date: November 5, 2015 at 10:19AM PST Sometimes it seems like we’re going in circles. Thirteen years ago, I was playing Neverwinter Nights, a game set in the world of Dungeons & Dragons that sought to capture the spirit of the tabletop experience. But the design choices made to ensure the multiplayer worked had somewhat compromised the single-player experience. So it goes. Sword Coast Legends is ostensibly a replica of the single-player storytelling of those Infinity Engine and Neverwinter Nights days, that also gives a Dungeon Master tools to create and manage a campaign just like on your dining room table. But the game struggles to live up to its predecessors on both fronts. In the story campaign, you take the part of a generated mercenary, a member of the Burning Dawn guild, who must guide a caravan to the pirate city of Luskan. Your party comes under attack from another band of mercenaries, led by a Knight of Helm, who believe your guild is composed of demon worshippers (with, as it turns out, some justification). By the end of the starting sequence there are just three of your guild left. Possessed with wanting to uncover the true reason behind your attack, you search for answers in Luskan and around the Sword Coast. "During my entire playtime, I think I only had a party wipe twice, and the generous autosave meant that both times I was past the problem section within ten minutes." Despite that intriguing premise, the long opening sequence is far from compelling. It opens on a generic caravan defence scenario where you’re fighting rats, goblins, and a small army of mercenaries whilst having some mild nightmares about demons, just like Pillars of Eternity’s beginning, though without the panache. Its most stirring moment came when a single party member died early on, and that was mostly because I’d equipped him with my best gear and it was permanently lost. After that, the game hits its stride, bouncing you between disparate areas of Luskan and the wider Sword Coast. It effectively replicates the early 2000s Bioware model, where you traipse around the landscape, killing a large variety of creatures and humanoids in all the usual settings: sewers, woodlands, abandoned castles, dungeons, and so on. You’ll uncover nefarious side-quests wherever you go, whether it’s cultists under the flower shop or a necromancer’s tomb hidden--predictably--in a graveyard. As usual for this genre, exploration involves killing an array of enemies. You do this in party-based tactical combat, where you can pause at any time to get more fine control over each individual’s abilities. When not under direct control, your party members will auto-attack, using any special abilities or spells they’ve accrued. Yet pausing was often unnecessary. I found myself defeating every combat situation with ease--perhaps due to the tight levelling of the various enemies, perhaps because magic item effects stack, allowing characters to become crazily overpowered. And the AI for your teammates is so capable that I would often swap to my tank to ensure that the AI did all the work with the more complex cleric and mage classes. During my entire playtime, I think I only had a party wipe twice, and the generous autosave meant that both times I was past the problem section within ten minutes. Although that was on the middling difficulty level, changing difficulty did not seem to offer much distinction. Beyond the overachieving AI, the ease of collecting large stores of magic and healing items made life almost too easy. My capacious knapsacks were bulging by the end of Act I with some outrageous-sounding weaponry and armour, most of which only ever seemed to have a mild effect on combat. The excess of healing items meant that when someone died in combat, a teammate could run over and revive them. It was a plausible tactic to tank a tough enemy just by having two melee fighters resurrecting each other every time they died, with the AI cleric popping out healing spells occasionally and the wizard doing all the damage. As every AI character auto-heals from your stash at every opportunity, I lived in dread of running out of healing kits during a tough battle, but the generosity of drops meant that it never happened. That said, I enjoyed exploring the character classes, especially through the lens of the handful of named characters recruitable to your party. The levelling system guides players through a tight skill tree system, which is easier to understand than the traditional Dungeons & Dragons system of having a giant list of skills. Each character has access to a class-based array of skill trees, meaning you can heavily customise them to your playstyle. In my playthroughs, the supposed necromancer Hommet became a handy fire mage, while my homemade rogue was good for little other than picking locks and running away. The party characters themselves are staid in terms of design and writing, albeit with universally good voice acting. You have a dwarf rogue, a dwarf warrior, an elven cleric, and a human wizard. Hommet is the stand-out; a nervous student Necromancer who has all the best lines and conveys endless surprise at his own lethality and/or clumsiness. You do start to hear the same lines over and over fairly soon, but I didn’t tire of his. Nicely, if you’re on a quest and the relevant character isn’t present, they can magically communicate from camp. That means every character is with you all the time, so you can finish every personal story in one playthrough. "The party characters are staid in terms of design and writing, albeit with universally good voice acting." It's easy to play through the campaign with your friends online thanks to Steam multiplayer support and the game's solid netcode, even if the would-be-convenient in-game invite button didn't work at the time of writing. Beyond the campaign lies other exciting opportunities for networked adventurers, such as the opportunity to play with a Dungeon Master. The Dungeon Master toolset allows players to build their own dungeons and then play through them, actively managing combat by creating traps and monsters. Yet, at the time of writing, the dungeon-creation toolset is much simpler and smaller than other games that have done this, and there’s no support for coding or complex logic. (For those who’ve played The Magic Circle, it’s not much more powerful than the throwaway DM parody included late in that game.) Once you’ve built a dungeon or downloaded a premade one, you can take your friends or internet randoms on a Dungeon Crawl. Dungeons Masters can directly manage a party of players through a dungeon, making progression more challenging and unpredictable without necessarily trying to make them fail. The DM places new traps and creatures by spending a resource called Threat, which recharges as players progress. Now, the best tabletop RPG experiences I’ve played hinged on the flexibility of the DM and his or her ability to shift the story and player path in response to player actio. For example, allowing the story to change or a key NPC to die because players deviated from his planned route. Sword Coast’s toolset limitations mean the DM can’t deal with player action in that sense. He has to stick to the path in the level he’s built, as do the players, meaning he’s changing the dungeon, not the wider story. Finally, considering how much processing oomph it seems to need, Sword Coast Legends looks muddy and unremarkable. The world is easily forgotten. Sewers, woods, tumbledown buildings, castles and keeps--perhaps the game’s beauty is limited by the necessity to stick to reusable tilesets, or perhaps the lack of clarity is down to that 3D style. Despite its lack of beauty and bite, Sword Coast Legends nevertheless has things going for it. The familiar combat system works, the humour of Hommet helped me survive the quests, there’s a huge amount of loot, and the critical path is solid. It may take too long to get into its stride, but it’s a useful morsel to tide us over until an actual tabletop roleplay simulator arrives. System Requirements CPU: Intel Core 2 DUO E6700 @2.66 GHz or AMD Athlon 64 X2 6000+ OS: Windows Vista 64bit. VIDEO CARD: NVidia GeForce 8800GT or AMD Radeon HD 4850 or better. FREE DISK SPACE: 20 GB.
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last warning, I see another double account of yours, you will be permanently banned from the forum.
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V1 : 7 vote V2: 4 votes Winner @-Dark Thanks you for battle gfx @AL_MAOT
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Welcome!
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Since the mid-2000s we have stopped seeing single-core CPUs to multi-core CPUs in our PCs. What started to be 2-core configurations are now up to 16-core in a standard PC and with configurations of up to 64 cores in professional workstations. But is there a limit to the number of cores? If so, what is said limit and what are the factors? Our processors have more and more cores inside them, however, it will reach the point where the number of cores will stop scaling. But what are the factors that are going to put a brake on the number of cores in a CPU? Why do we use multiple cores in one CPU? number of cores Until the mid-2000s, PC processors were single-core, but by then CPUs became multi-core. To understand it we have to take into account what is the Dennard Scale, whose formula is the following: Consumption = Q * f * C * V2 Where: Q is the number of active transistors. f is the clock frequency C is the ability of transistors to hold a charge V is the Voltage The magic of this formula is that if the size of the transistors is reduced, not only does the density per area increase, but V and C are reducing. This phenomenon was called the Dennard Scale, because it was coined by Robert H. Dennard, an IBM scientist who, among other things, invented DRAM memory. Dennard scale The Dennard Scale uses the S value as the relative value between the new node and the old one. If for example the old node was 10 nm and the new one is 7 nm, then the heat of S is going to be 0.7. But the Dennard scale reached its limit when the 65nm node was reached, with which the Post-Dennard era was entered, the main reason being the existence of a part of the formula that until that moment had been ignored because its effects were disposable: current leakage. What made the formula look like this: Consumption = Q * f * C * V2 + (V * Current Leakage). The consequence was that Q, f and C maintained their scale values, but the voltage did not maintain it and it became almost constant. Since the clock speed scales with the voltage then the architects had to start looking for other ways to get faster and more powerful processors. The consequence of this was that the era in which single-core CPUs were made passed away, and the big manufacturers of PC CPUs such as Intel and AMD began to bet on multi-core processors. What is the limit on the number of cores? There are several factors that limit the number of cores with which a processor is built, the first and most obvious being the density in terms of the number of transistors per area, which grows with each new node and therefore allows to remove processors with more and more nuclei. But this is not the case and we are going to explain to you what are the challenges faced by architects when designing the new processors. Internal communication between the different nuclei Number of cores interconnections There is a very important element that is communication between the different nuclei, and of these with memory, which grow exponentially to the number of elements that we have in a system. This has meant that engineers have had to work on increasingly complex communication structures, all so that the different cores of a processor receive and send data in line with another processor. The dark silicon problem Dark Silicon Dark Silicon is the part of the circuitry within an integrated circuit that cannot be powered at a normal operating voltage (that determined by the chip) for a given power consumption limit. The key is that the amount of Dark Silicon from one node to another increases by 1 / S2, so although we can physically put twice as many transistors, the useful amount of these decreases from one generation to another. Cost per area is increasing, not decreasing cost_mm_processors Up to 28 nm the cost per 1 mm2 of area decreased, but beyond 28 nm it has increased. This means that, if the cost of the processors is to be maintained, then they have to reduce the area and if instead they want to maintain the evolutionary rhythm then the processors will be increasingly expensive. This may seem to be unimportant in terms of the number of cores. Yes, it is because architects take into account the budget as far as transistors are concerned, whose limiting factor is cost. This in turn is related to the cost per wafer. Amdahl's Law: software doesn't scale with the number of cores Amdahl Law Number of cores
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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 65k members in continuous expansion, coming from different parts of the world.
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