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Everything posted by Dark
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Any doubt or problem, consult our STAFF of Moderator, Global Moderator or Administrator. T/C
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I found 2 video that I solved the problems of ts3, but it is in Spanish, it can be guided as is the procedure to fix your teamspeak3: VIDEO 1 [ES] : VIDEO 2 [EN]:
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did anyone hear this song?
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Game Informations : Developer: Richard Wakeling Platforms: PC Initial release date: November 22, 2016 at 1:19PM PST Sports Interactive’s long-running Football Manager series is at its best when you’ve been with a team for a handful of seasons--once you’ve managed to stamp your mark on a club, imbued it with your own philosophies, and adopted an anomalous way of putting your opponents to the sword. Sure, you’ve dealt with your fair share of volatile personalities throughout the years--perhaps you were forced to sell a star player after a heated argument over his eagerness to join Barcelona--but you always had a plan. All of the franchise's disparate systems--transfer dealings, player scouting, tactical tinkering--coalesced into an endlessly engaging whole that creates some memorable tales. It’s no surprise that with each new addition to the series, we see plenty of improvements and new features in these areas. Yet it’s the on-pitch action--which usually takes a relative backseat in Football Manager--that really holds it all together. In that regard, Football Manager 2016 was a decidedly flawed game. Its 3D match engine was flushed with blemishes: god-like crosses comprised the vast majority of goals scored, right backs were overpowered, and defenders inexcusably forgot how to defend in the simplest of situations. These flaws may have seemed minor, but magnified over the long haul, they cheapened and frustrated the experience. My resounding success leading Burnley to a fourth-place finish in the Premier League hardly felt gratifying once I realized I’d unwittingly exploited the AI’s inability to deal with crosses. And losing a cup final on something that felt less like a player’s mistake and more like the fault of the match engine itself was particularly exasperating. As such, I only spent a mere 200 hours with Football Manager 16 (a far cry from the 800-ish hours I usually spend rooted in the series’ virtual dugout). I’m happy, then, to proclaim that Football Manager 2017's engine rights its predecessor’s wrongs, and it’s simply a much more enjoyable game to watch and manage. There are still a tad too many goals scored from crosses, but this is mitigated somewhat by the sheer variety of potential goals now, owing to the fact that players perform far more intelligently. Previously (and I’m talking a few years here), wingers would reach the byline and unforgivably shoot from the tightest of angles. Now when this happens, your sprightly winger will, more often than not, take stock and assess the situation. He might hit a high cross to the striker at the back post or cut it back to an onrushing midfielder on the edge of the box for a Lampard-esque finish. You’ll also see playmakers ping 40-yard passes to pacy forwards dashing behind the defense, see the odd deflected effort loop over a stranded goalkeeper, or jump up in excitement as a curler nestles in the top corner of the net. And it’s not just a goalfest, either. Defenders are now more adept at, well, defending--maintaining their shape and proving difficult to break down if they’re set up to do so. Opposition managers are more likely to make tactical adjustments mid-match, too. When I went up against “Big Sam” Allardyce and his Everton team during my career with Liverpool, he started the game in a very defensive 5-4-1, hoping to keep things tight and probably come away with a hard-fought draw. When I breached his wall of defenders after a few minutes, however, he switched things up, shifted some of his midfielders further up the pitch, and stuck another striker on to try to score an equaliser. Stuff like this makes match days more involved than ever. There’s just more ingenuity spread throughout the pitch, and that edges the simulation ever closer to reality. Legacy issues do still persist, however. The conversation system--whether it’s with individual players, the press, or in team talks--is relatively untouched, so you’ll still be choosing the same options you've had for the past few years. Tactics are also in need of a grand overhaul. The mixture of shouts and player roles the series has been using for a few iterations now is certainly serviceable, but at this point, it feels far too rigid and restrictive. Say you want to utilize a double pivot between your two central midfielders or deploy the type of structured pressing Jurgen Klopp and Roger Schmidt use so effectively--there’s no easy way to do either of these things. You can try various workarounds in an attempt to mimic something that regularly happens in real-world football, but even then, it’s never going to be perfectly accurate. The tactical side of Football Manager would benefit from giving you more control over how your team functions, especially during specific phases of play--perhaps letting you fluidly shift from one formation to another depending on whether your team has the ball or not. Against Real Madrid in this year’s Spanish Supercup, new Sevilla manager Jorge Sampaoli did exactly that. By deploying a 4-2-3-1 formation while in possession and altering to a 3-4-2-1 without it, Sevilla managed to effectively stifle the Galacticos attack for much of the game, while still maintaining a system his team was comfortable with when they had the ball. Stuff like this just isn’t possible in Football Manager, so it makes the tactical system feel outdated and behind the curve of the sport’s most innovative coaching minds. The tactical interface is also incredibly difficult to get into. Unless you want to scour the Internet for the real nitty-gritty stuff and actually read pages and pages of differing opinions to learn how everything works, it can feel like you’re shooting in the dark. This could be rectified somewhat if the game offered more feedback on your tactics--with staff members providing information on what instructions clash with one another or tips on how to prevent the types of goals you’ve been conceding--but you’re basically left to your own devices. It’s in need of reinvention. This might be tough to implement in an annualized series, but it’s about time. The perennial strengths of Football Manager are stronger than ever, yet it’s the furtive improvements to the match engine that really set Football Manager 2017 apart from its immediate predecessor. And that last part is pertinent, because on the whole, Football Manager 2017 is a lot better about presenting you with digestible information than its predecessors ever were. Now you consistently receive clear, concise reports from your backroom staff that significantly speeds up the process of actually playing the game. They’ll come to you with reports on training and scouting, as well as players they think you should praise or tutor. In the past, you’d have to sift through pages and pages of information to make these kinds of decisions, but now it’s only one or two clicks away. Tasks that you would have previously neglected because you just couldn’t be bothered, or because you simply overlooked them, are now easily performed. It makes your job as a manager much more streamlined. These aspects of the game might not be anything new, but these refinements are wholly appreciated. In terms of new features, there are only a few that stand out, and they’re mostly shallow and inconsequential. There is one outlier, however. Brexit--everyone’s favorite apocalyptic buzzword--stands apart as being a more meaningful addition than most because it alters the landscape of world football if it’s randomly enacted during your game. This is most keenly felt in the British leagues, of course, as work permits for foreign players become increasingly harder to come by, limits are imposed on squad selection, and the Premier League’s bundles of money are sapped out. It might prove frustrating, especially if you’re forced to disassemble a multinational squad, but to ignore a real-world event with such far-reaching consequences would be a disservice. The inclusion of social media is decidedly less profound, but it does at least allow you to keep an eye on notable events happening across the world of football. As it pertains to you and your club, however, the finite depository of fan reactions soon gets repetitive, with the same happy, angry, and indifferent responses repeated over and over again, no matter the situation. You’d think everyone would be overjoyed when an 18-year-old scores a hat trick in his debut, but I guess there’s no pleasing some people. Similarly forgettable is a more robust (and I use that word lightly) creation suite. There are more sliders and hair options, and you can import a picture of your face (or anybody else’s) to slap on the default character model. But for the rare occasions when you actually catch a glimpse of your manager, this is a feature hardly worth mentioning. I should, however, acknowledge a few of the new wrinkles that crop up during Football Manager 2017’s regular structure. Across multiple saves I’ve seen some abnormally high-scoring games: Tottenham beating Arsenal 8-2 (like that would ever happen) or Barcelona smashing Atletico Madrid 7-3, along with the usual 5-0s and 6-4s that seem to appear on a near-weekly basis. These aren’t game-breaking, but they do break the immersion nonetheless--as do the sheer number of managerial sackings. There were seven during my first season in the Premier League (most notably Manchester City’s Pep Guardiola), despite the fact that there were only six games left to go in the season. Apparently battling for fourth place wasn’t good enough. Football Manager 2017 is not a game of revolution, but one of refinement. Transfers are smarter and more involved, and the faster player development and the aforementioned streamlining of information are welcome. The perennial strengths of Football Manager are stronger than ever, yet it’s the furtive improvements to the match engine that really set Football Manager 2017 apart from its immediate predecessor. Sure, I still have gripes with the tactical interface, and there isn’t anything new there worth writing about. But if your rear end has ever been entrenched in the virtual dugout or you're just a fresh-faced hopeful looking to begin your journey, Football Manager 2017 is easy to recommend to the budding manager. System Requirements CPU: Intel Pentium 4 Intel Core AMD Athlon 2.2GHz+ CPU SPEED: Info RAM: 2 GB OS: Windows 7, 8, 8.1, 10 (64 or 32 bit) VIDEO CARD: NVIDIA GeForce 8600M GT AMD/ATI Mobility Radeon HD 2400 Intel GMA X3100 256MB VRAM PIXEL SHADER: 4.0 VERTEX SHADER: 4.0 FREE DISK SPACE: 3 GB DEDICATED VIDEO RAM: 256 MB
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The Ministry of Health (Minsa) reported that to date 26,658 deaths and 549,321 infections with COVID-19 have been registered at the national level. If the figures of today and yesterday are compared, it is observed that in the last 24 hours 7,828 new positive cases were diagnosed and that 177 new deaths occurred. In its latest report, the portfolio indicated that there are currently 14,092 patients hospitalized for COVID-19, of which 1,527 are in the ICU with mechanical ventilation. Of the total number of confirmed cases, 374 019 people completed their period of home isolation or were discharged from a health facility. The Ministry of Health also indicated that samples for 2,818,943 people have been processed so far to detect COVID-19, obtaining 2,269,622 negative results. In order to prevent the spread of COVID-19, the Government recommends physical distancing of at least one meter from another person, wearing a mask and washing hands frequently. Newsletter All about the coronavirus COVID-19 has put everyone on alert. Subscribe to our newsletter All about the coronavirus, where you will find the most relevant daily data in the country and the world on the advance of the virus and the fight against its spread.
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Good answer to the questions of the STAFF, you have good activity, later I hope you will improve on some mistakes #PRO
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You are participating in the proposals, in different sections and designing the avatar requests, I hope that in the future you will show that I can trust you. You have #PRO of me
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Facebook's Messenger chat platform has added screen sharing for iOS and Android mobile devices, expanding its video chat features while many people are still working and socializing from home as coronavirus cases spike across the US. Adding screen sharing to both Messenger video calls and Facebook's new video chat platform, Messenger Rooms, helps Facebook better compete with po[CENSORED]r services like Zoom, Skype, Google Meet and Microsoft Teams. Messenger's new phone feature lets you instantly share your screen with friends and family -- either in video calls with up to eight people, or using the Messenger Rooms feature to chat with up to 16 people. You can also screen share in Messenger Rooms while on web and desktop. Sharing with up to 50 participants -- the current maximum in Messenger Rooms -- is coming soon, according to a Facebook news post. Screen sharing allows you to scroll through your photos, surf social media or shop together online with friends more easily than before, Facebook said. The company will soon add the ability for Room creators to determine whether to limit the ability to screen share to just themselves, or make it available to all participants on the call. Screen sharing is now available globally on the latest versions of Messenger's Android and iOS apps, desktop apps and web version. How to use Facebook Messenger screen sharing on your phone Open the Messenger app on your iPhone or Android. Start a video call by selecting one or more contacts and tapping the camera icon. Once on the call, swipe up on the toolbar at the bottom (where you find the icons for hanging up or turning your mic off). From the expanded menu, tap Share your screen. From that point on, the other people on the video chat will be able to see a live view of whatever is on your phone screen. The video chat interface will move to the upper right hand corner of your phone, so you'll still be able to see your friends on camera while you show them what's on your phone. Want more Facebook video chat tips? Check out how to set up Facebook Messenger Rooms and how Messenger Rooms compares to Zoom. You can also find more Zoom alternatives for video chatting and tips for how to look your best on a webcam. First published on July 16, 2020 at 6:00 a.m. PT.
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Intel is once again rumoured to be offloading some chip production to TSMC, the Taiwanese Commercial Times reports (via Seeking Alpha). Following recent delays to its 7nm process, it's said that the company is eyeing up an order of 180,000 wafers from the Taiwanese semiconductor company using its 6nm process node. Now before we proceed, I'm usually hesitant to touch any story that claims Intel is outsourcing any major chip production to a third party. These stories come around every couple of months—and they have done for years—and so far Intel has never committed to any considerable numbers from elsewhere other than its own fabs. However, Intel's policy on the matter has always been that it wouldn't be unusual to outsource some products—at least that's what an Intel representative told me back in 2018—and these rumours are arriving at a time when Intel has had to admit some defeat in the semiconductor manufacturing department. Intel CEO Bob Swan recently announced a six-month delay to the 7nm process node—this was due to a defect causing lower than expected yields. To soothe shareholders, Swan went on to confirm "contingency plans to hedge against further schedule uncertainty", including the use of third-party fabs. "The extent that we need to use somebody else’s process technology and we call those contingency plans, we will be prepared to do that," Swan says. "And if we do, there are lots of moving parts." With that important exposition in place, the sudden arrival of a rumour positing Intel buying up some chip demand from TSMC, only days after the Intel investment, is certainly worthy of discussion. The rumoured deal would have Intel buying up 180,000 wafers of the company's 6nm process node—which is itself an optimisation of the 7nm process node. The oft-rumoured move would see Intel join AMD and Nvidia on TSMC's client roster. The company is one of the largest contract semiconductor companies—and the largest pure-play foundry—in the world. It currently supplies most of AMD's lineup, including Zen 2 CPUs and RDNA GPUs, and Nvidia's Turing GPUs. There's no exact word on which chips Intel would look to outsource, if any, but it wouldn't likely be any that require the advanced packaging techniques it's been touting as of late. However, the report remains highly speculative, and neither TSMC or Intel have (or likely will) confirm or deny any such deal has been struck. Similarly, last week an analyst from Sanford C. Bernstein claimed that TSMC would not have the capacity spare for Intel, so we're looking at a direct contradiction of that report today. Whatever the case may be, TSMC's share price is already nearly 10% up today alone. Intel's share price, on the other hand, remains steady after a sudden drop of nearly 17% following the most recent earning's call. So even if the rumours aren't true—and I naturally gravitate to this eventuality—the fact TSMC is a plausible option for Intel to tap has its immediate benefits.
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The president of the National Council for Science, Technology and Technological Innovation (Concytec), Fabiola León-Velarde, estimated that the clinical trials of candidate vaccines against COVID-19 will begin at the end of next October and for this, starting tomorrow The evaluation process of the computer platform will begin, through which the volunteers will be selected for said trials. As indicated, to obtain the vaccine against the coronavirus in the country a multisectoral commission has been formed in which the Foreign Ministry, the Ministry of Health, Concytec, the National Institute of Health, among others, participate; Meanwhile, this commission has already been working on mapping which groups are prepared to carry out clinical trials. Along these lines, it should be mentioned that around 160 possible vaccines against COVID-19 are being developed in the world and some are already in phase 3, that is, patients are in clinical trials. In the case of Peru, he said that to begin with this third phase, the Government-to-Government agreement must first be carried out and for this the Foreign Ministry has been conducting talks with various countries, including China, the United States and the United Kingdom. Under this government-to-government agreement, he specified, the phase 2 protocol must be shared to be absolutely sure that the vaccine has met all the safety and efficacy characteristics, and thus, move on to phase 3 in which it has the platform in which volunteers with certain requirements and characteristics begin to register. “We hope to start at the end of October (clinical trials), let's say before the end of the year anyway, that's what we are aiming for. It also depends on financing because these clinical trials have a cost depending on the number of patients, which varies between 5 million and 10 million dollars, ”she explained on TV Peru. To carry out the respective tests, the groups of scientists must be accredited by the National Institute of Health (INS) and so far the most advanced is the one made up of the National University of San Marcos (UNMSM) and the Peruvian University Cayetano Heredia (UPCH ) with the vaccine from China developed by the Sinovac Biotech laboratory and for which about 5,000 volunteers will be needed.
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Game Informations : Developer: Don Saas Platforms: PC Initial release date: May 29, 2015 at 1:57PM PDT Magnetic: Cage Closed is a game where every second is a battle against loose jumping and even looser primary gimmick powers as you solve mindless puzzles. Unwieldy imprecision is at the core of Magnetic, and it makes for a terribly frustrating experience. Originally created as a student project for developer Guru Games, Magnetic: Cage Closed is a puzzle-platformer with magnetic force as the primary gimmick. Stuck in some dystopian prison (for reasons that are never properly explained) and sentenced to death row, your character is given a chance at freedom if she can escape the twisted, sadistic warden’s experimental weapons laboratory by becoming the latest guinea pig for a new supertool: a magnet gun. If that sounds like an intriguing premise, it is. The game was originally designed as Portal meets The Cube, and solving physics-based puzzles in a totalitarian prison environment sounds like an idea with legs. However, it's clear that Magnetic: Cage Closed doesn't have the personality or fresh perspective to pull this sort of material off. The primary villain, the warden, is GlaDos without any of that homicidal AI's charm or humor. And while the game has every right to tell a more serious story, it doesn't, despite many attempts. There's no nuance or subtlety to the villains, your environment, or your actions. Thus, the story is an "evil prison" with no context or heart pushing you forward. The game's primary gimmick is magnetic attraction/repulsion. You're given a magnet gun--with three different power settings--that you can use to attract surfaces or repel them. You can use your gun to pick up boxes and then shoot them across the room. You can levitate across specialized magnetic pads and use those pads to fling yourself across rooms. But at every turn, it never felt like I was in true control of my movements and actions. It's the little things that add up in Magnetic: Cage Closed's avalanche of missteps. Mid-puzzle checkpoints are a rarity, almost to the point of being non-existent. For many of the more-involved, late-game puzzles, you will play long sections of puzzles over and over again as you reach the spot where one botched jump or poorly executed magnetic repulsion flight means instant death through impalement or a slow death through chlorine gas poison. At the beginning of the game, it's not an issue. Magnetic is simply dull. But the back half of the game featured multiple puzzles that I spent over half an hour on (and two that took over an hour) not because the puzzles were difficult to solve--puzzles are never more involved than "get boxes here"--but because the platforming refused to cooperate. Various "puzzles" rely on trial-and-error guessing instead of logic. You're required to shoot boxes at certain buttons surrounded by magnetic attraction/repulsion pads, which create magnetic fields around the button keeping you from shooting the box directly at the button. And that's cool...in theory. But what it ultimately comes to is figuring out early where exactly you need to shoot the box and then spending 10 minutes nailing the sweet spot. The game also features "moral choices," but they're extremely simple. The first choice (arguably the most clever) involves simply pressing a button or not pressing a button within one minute. The rest are stale: sentence someone to certain death or don't (without ever putting a face to the person you're making a decision about); seek revenge or take a more selfless action. The choices could have been interesting, but you’re never given any context to make you care about why you're doing anything. Magnetic: Cage Closed is not a puzzle platformer that will tickle your brain and push your problem-solving capabilities. Extreme repetition, poor controls, and a barely there story makes this game a dull proposition from start to finish. System Requirements Processor: 2.6 GHz Intel® Core™ i5-750 or 3.2 GHz AMD Phenom™ II X4 955. Memory: 4 GB RAM. Graphics: NVIDIA GeForce GTX 460 or AMD Radeon HD5850 (1 GB vram) DirectX: Version 9.0.
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Mozilla has released Firefox 78 with a new Protections Dashboard and a bunch of updates for web developers. This is also the last supported version of Firefox for macOS El Capitan (10.11) and earlier. Firefox is on a "rapid release plan", which means a new version every four to five weeks. This means that major new features should not be expected every time. That said, Firefox 78 is also an extended support release (ESR), which means users who stick with ESR get updates from this and the previous 10 releases. The main new user-facing feature in Firefox 78 is the Protections Dashboard, a screen which shows trackers and scripts blocked, a link to the settings, a link to Firefox Monitor for checking your email address against known data breaches, and a button for password management. Handy, but does the Protections Dashboard have much real value? It is doubtful; the more revealing thing is to click the shield icon to the left of the address bar on a web page, which tells you what is blocked on that site. The Firefox protection settings warn that some sites may break if you apply the stricter settings, whereas if you choose "balanced for protection and performance", pages will load normally, it promises. Users often have an instinct to uninstall and reinstall when an application is not working correctly. Anticipating this, Mozilla has put a Refresh button into the uninstaller, which resets the settings. Refresh may well work better than reinstall, since developers usually figure that users want to preserve settings when reinstalling – which may also preserve the configuration that is causing problems. WebRender is a feature which "changes the way the rendering engine works to make it more like a 3D game engine". This is all about using the GPU for rendering web pages, alongside the CPU, and it is a complex process. (As the 7,500-word linked article demonstrates. It has also taken a while to get right; the article is from 2017.) Firefox 78 implements WebRender for Windows 10 PCs, with a few exceptions for laptops with AMD or older Intel GPUs. It looks like WebRender is coming to macOS and Linux soon, probably in Firefox 79. Will you notice? That will depend; users are most likely to see a benefit with graphically-rich and busy pages on high resolution displays, because this is where the renderer has most work to do. On the security side, Firefox will no longer load pages over TLS 1.0 or 1.1. If this is the only version of TLS available, an error page is shown. Accessibility is improved, with the team promising that "screen readers no longer severely lag or freeze when focusing the microphone, camera or screen sharing indicator", along with other bug fixes. Developers get a bunch of new features. The Accessibility inspector is out of beta - this is a tab in the developer tools that will check a page for accessibility issues when enabled. It is challenging because it will typically find lots of issues. There were plenty, for example, found in the Mozilla blog post about Firefox 78, things like "Color and contrast: does not meet WCAG standards for accessible text." It is an important topic but a hard problem. Source maps are a JavaScript feature that map minified code back to the original code to make debugging easier. Firefox has a Map option that lets you use source maps in the debugger, and this now works with logpoints, a type of breakpoint that writes a message to the console rather than pausing execution, so that you see the original variable names. Mozilla has also worked on debugging JavaScript promises, so you can see more detail when exceptions are thrown. A big feature for debugging web applications when running on mobile is the ability to connect an Android phone with USB, and navigate and refresh mobile web pages from the desktop. Patience is required though, since this will only work with a forthcoming new version of Firefox for Android. Mozilla has been working on a new Regular Expression (RegExp) evaluator and this is included in SpiderMonkey (Mozilla's JavaScript engine) in Firefox 78. This brings the evaluator up to date with the requirements of ECMAScript 2018. The intriguing aspect to this though is that Mozilla has not written its own RegExp evaluator, but borrowed the one created by Google for V8, the JavaScript engine in Chromium and Chrome called Irregexp. Apparently this first happened in 2014, but was based on a fork of Irregexp adapted for SpiderMonkey, that was hard to keep up to date. The new approach still uses Irregexp, but with a wrapper that lets SpiderMonkey use the latest code. "More collaboration on Irregexp is mutually beneficial," writes Mozilla's Iain Ireland. "SpiderMonkey can add new RegExp syntax much more quickly. V8 gains an extra set of eyes and hands to find and fix bugs." Why, one might ask, does the same reasoning not apply to the entire JavaScript engine? Should Mozilla just migrate to V8? The case against is that multiple independent implementations are good for standards, and helps the world to avoid browser monoculture, but could Irregexp be a sign of what is to come? ®
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As expected, AMD talked a little bit about its upcoming Vega GPU architecture during its second annual Capsaicin and Cream event at GDC 2017 earlier today. The company revealed that its next-generation graphics cards will be called Radeon RX Vega rather than bumping up the series to Radeon RX 500. However the bigger surprise was when Radeon boss Raja Koduri announced a "unique partnership" with Bethesda in which the game studio will optimize its games for Ryzen and Vega. "This is a true engineering collaboration between the companies, not just kind of marketing or branding stuff," Koduri said. "We have dedicated engineers on both sides working on optimizations and leveraging multiple cores, and all the new features in the Radeon GPUs." If this truly is more than a marketing ploy, then it is indeed a big deal. Bethesda is behind some of the biggest franchises in gaming—collectively speaking the company has sold 80 million copies of The Elder Scrolls series, Fallout 3 and 4, Doom, Wolfenstein: The New Order, Quake, and Dishonored. One of the main goals of this long-term strategic partnership is to "accelerate the implementation" of Vulkan, a low-level API developed from AMD's Mantle, along with other new technologies being introduced with Ryzen and Vega. "This is a disruptive moment in the industry as games demand increasingly more power from today's graphics architectures to deliver detailed worlds and characters at ever higher resolutions, frame rates, and quality settings," Koduri said in a statement. "Working independently, game developers and graphics companies will eventually address the challenges of this new era of gaming; but working in close collaboration, the pace of that progress can advance exponentially." What this means for end users is that future games developed by Bethesda might run better on AMD platforms versus Intel hardware, though AMD and Bethesda didn't go into detail here. A glimpse of what's in store was provided last year when AMD and Bethesda worked to inject Vulkan into Doom. It was the first AAA game to utilize the low-level API, though today's announcement means it will not be the last.
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Martín Vizcarra announced a series of measures to counteract the resurgence of infections in the national territory. President Martín Vizcarra announced this Wednesday the incorporation of new provinces to the quarantine focused on the framework of the National State of Emergency decreed in order to contain the advance of coronavirus infections in the country. The strict quarantine is maintained in five regions of the country: Arequipa, Ica, Junín, Huánuco and San Martín; and also in 34 provinces of 14 other departments. So that you don't get lost, you can consult the following table and find out if social isolation (quarantine) is still in force in the town where you reside. Vizcarra also announced the return of mandatory immobilization on Sundays in Lima and Callao, as well as the prohibition of family gatherings. The measures will be made official through a regulation that will be published on Thursday. The state of emergency entered into force on March 16, the date from which the exercise of constitutional rights relating to personal liberty and security was restricted. Also that of the inviolability of the home and the freedoms of assembly and transit in the territory.
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Game Informations : Developer: Alex Gilyadov Platforms: PC Initial release date:September 9, 2016 at 11:21AM PDT The Final Station, a side-scrolling shooter set during a zombie apocalypse, bears plenty of similarities to other games that focus on the undead. The are, of course, hordes of undead waiting to pounce, darkened, abandoned areas to explore, and a distinct lack of weapons and ammo to make everything just a little challenging. The premise is familiar, save for your occupation: You’re an ordinary train conductor caught in the middle of a zombie outbreak. You coast around the remains of civilization, exploring infested locales in search of supplies and a means to progress down the tracks, all while zombies nip at your heels. The Final Station primarily distinguishes itself from other zombie-killing games during combat, where action-focused scenes are almost puzzle-like in how you have to find the right strategy to overcome seemingly overwhelming odds with the limited tools you have at your disposal. The zombies you fight aren't pushovers; it only takes them three quick hits to put you down, and they love to attack in pairs. Enemies exhibit specific strengths and weaknesses: for example, you can easily tackle a slow, mid-sized zombie with melee attacks, but smaller, faster monsters require bullets to the head. Because of this, combat remains challenging throughout. You can find and purchase a few weapon upgrades, such as laser scopes, that make your dangerous trek a little more manageable. But to be an efficient and effective combatant, you have to think on your feet when a variety of creeps come your way. During one of the earlier levels, with very little ammo on hand, I had to navigate a sewer containing six enemies. The first few attempts, I instantly wasted all of my ammo on three enemies and kept making a run for it, resulting in my immediate death at the hands of the group’s fastest monster. During my third attempt, I discovered a metal chair tucked away nearby in a hidden room that was deadly enough to decapitate two enemies at once. I used it, along with my shotgun, leaving one lone monster--easy enough to escape. Pull back from combat, however, and the factors that make The Final Station a joy to play are lost behind the repetitious nature of the adventure; there's always a passcode to find in order to reach a new area, which yields an abandoned town to explore and a safe zone where you can catch your breath. These areas give you an opportunity to upgrade your arsenal and chat with other survivors, but the townsfolk you meet stop short of being truly interesting. Try as they might to draw you into the world with idle chitchat, their dialogue doesn't match the gravitas of the highly unusual circumstances they're dealing with. You quickly get the sense that the story’s just a means to an end. In between missions, you're forced to take your train between towns, managing any survivors you may have saved during your journey so far. These rides are the dullest portions of the game. The train only has a few cars, and if you do manage to bring a few survivors on board, you’re tasked with feeding and healing them. But to do so, you only need to pick up a meal from a nearby dispenser and give it to the desired survivor. The train will also break down periodically, with the ventilation system and power often going out. Fixing these issues is simple--all you need to do is spam a few button presses. You're rewarded for every passenger that survives their journey to an intact city, making the rides a little bit bearable. But that’s not enough to make up for these mandatory, tedious treks. Despite the weak connective tissue that ties it all together, The Final Station leaves a positive impression. There are numerous dark and dreamy settings to discover--crumbling, dimly lit caverns, old train tunnels, vividly snowy villages, and flooded towns filled with corpses and garbage floating in water--and almost every encounter forces you to develop and execute a viable strategy, lest you shoot from the hip and end up as zombie food when your ammo runs out. Zombie-based games are a dime a dozen, and while it may seem the theme has run its course, The Final Station is proof that there's life in the undead yet. System Requirements CPU: Info. CPU SPEED: 1 GHz and up. RAM: 1 GB. OS: Windows XP and up. VIDEO CARD: Built in toaster. FREE DISK SPACE: 300 MB.
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During his presentation to parliament, the president of the Council of Minister Walter Matos, announced that Peru is carrying out negotiations with various governments and the most important pharmaceutical laboratories from Germany, Brazil, China, the United States, France, Great Britain, India, Italy and Japan to access the vaccine against COVID-19 in the shortest possible time. “Between August and September, it is expected to conclude with at least three agreements with pharmaceutical laboratories, which include conducting clinical trials in Peru. In this way, we will ensure preferential prices and favorable conditions to access vaccines, "he said. Additionally, he said, that at the multilateral level, the aim is for the vaccine to be declared a global public good, which is why steps have been taken to be part of the COVAX Facility initiative, led by the World Health Organization (WHO), the Alliance for Vaccines (GAVI) and the Coalition for Innovations in Preparedness for Epidemics (CEPI). "Before August 31, we must express our financial commitment, after a favorable opinion from the MEF, to COVAX Facility, to ensure the purchase of vaccines and thereby guarantee the immunization of 6.6 million Peruvians (20% of the po[CENSORED]tion)", assured. He also announced that before the end of the year, at least five agreements will be signed with the most prestigious laboratories for the execution of advance purchases and eventual technology transfer commitments, which guarantee the immunization of the remaining 50% of the po[CENSORED]tion not covered by COVAX Facility .
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Game Informations : Developer: James Swinbanks Platforms: PC-XONE Initial release date: July 23, 2018 at 10:00AM PDT It’d be easy to dismiss Earthfall as nothing more than a Left 4 Dead clone, and you wouldn't be wrong to do so. Despite riffing on well-known and beloved source material, Earthfall drags, with unremarkable missions and mediocre gunplay weighing down almost every action-packed setup. Any potential it shows is ultimately undercut by one thing or another, and your enthusiasm suffers along with it. As one of a group of four players fighting back against an alien invasion, you will blast through gruesome swarms of enemies while completing simple objectives and hopefully make it to the next safehouse to catch your breath and resupply. You regularly encounter choke points during missions where your team gets surrounded by enemies, and Earthfall attempts to make these familiar moments interesting by giving you mobile barricades that can be used to create holding points. But frustratingly, it feels like there’s no rhyme or reason to these encounters as enemies just keep coming at you randomly, making it very difficult to strategize as you attempt to fortify your position. There are rare moments when Earthfall settles into a groove, such as when you get the chance to blow up a group of enemies with a well-placed shot to a gas tank on the back of forklift. Most of the time, however, your encounters are far less impactful. Enemies are usually bullet sponges, especially some of the special varieties. And despite there being a variety of firearms, including shotguns and rifles, they generally sound flat--thin as a hand clap at the end of a long hallway. The alien designs, particularly a lot of the drone enemy variants, look like rejected models from the film Pitch Black--large, muscular creatures with glowing heads. Some of the special types, despite being highly derivative, do look cool, however. There's the Blackout, a floating octopus-like creature that can shield itself and swiftly dart about the map, and the Enrager, which looks like a giant levitating brain mass that emits a pulse which makes enemies more aggressive. The rest come off as either uninspired or just a bit silly looking, lacking the kind of fearsome quality that you’d expect from a race that’s forcefully taken over the planet. If there’s any part of Earthfall that you can latch onto, it’s the schlocky story that puts your rag-tag group into a position where they are directly responsible for standing up against the invaders. It’s dumb fun in the way that any B-grade action film can be; you won’t care about what’s going on or which character is doing what. It’s mindless--if temporary--fun. Similarly, the level design helps this along by being interesting enough to want to explore. Each of the maps feel large, which is good given that there are only 10 of them. There isn’t enough there to warrant coming back and seeing the same things time and time again. Unfortunately, Earthfall’s online experience can be summed up as non-existent on Xbox. Not even once was I put into a public game with another player, nor did anyone join my public lobbies over the entire 12 hours I spent playing it. When I finally did manage to invite one other random player to a game, the connection seemed fine except for one shaky moment that dropped both of us out to the title screen. Earthfall follows a proven concept, but its delivery feels outdated, derivative, and woefully underdeveloped. The thought of a new game in the style of Left 4 Dead sounds great, but you would hope that whatever comes out surpasses its inspirations or at least matches it. Earthfall simply doesn't have the content or concepts to make a case for itself in a world where the two Left 4 Dead games are still viable options, and far better ones at that. Leave Blank System Requirements CPU: Intel Core i5 5th Gen. RAM: 16 GB. VIDEO CARD: NVIDIA GTX 970 4GB. FREE DISK SPACE: 20 GB.